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[libs/gl.git] / source / render / sequence.cpp
1 #include <msp/core/maputils.h>
2 #include "blend.h"
3 #include "error.h"
4 #include "framebuffer.h"
5 #include "lighting.h"
6 #include "postprocessor.h"
7 #include "renderer.h"
8 #include "sequence.h"
9 #include "texture2d.h"
10
11 using namespace std;
12
13 namespace Msp {
14 namespace GL {
15
16 Sequence::Sequence():
17         width(0),
18         height(0),
19         target{0, 0},
20         target_ms(0),
21         clear_enabled(false)
22 { }
23
24 Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
25         width(w),
26         height(h),
27         target_format(f),
28         target_ms(0),
29         clear_enabled(false)
30 {
31         if(target_format.empty())
32                 throw invalid_argument("Sequence::Sequence");
33
34         FrameFormat postproc_fmt = target_format;
35         postproc_fmt.set_samples(1);
36         target[0] = new RenderTarget(width, height, postproc_fmt);
37         target[1] = new RenderTarget(width, height, postproc_fmt);
38
39         if(target_format.get_samples()>1)
40                 target_ms = new RenderTarget(width, height, target_format);
41 }
42
43 Sequence::~Sequence()
44 {
45         for(PostProcStep &p: postproc)
46                 if(p.owned)
47                         delete p.postproc;
48         delete target[0];
49         delete target[1];
50         delete target_ms;
51 }
52
53 void Sequence::set_clear_enabled(bool c)
54 {
55         clear_enabled = c;
56 }
57
58 Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
59 {
60         steps.push_back(Step(tag, &r));
61         return steps.back();
62 }
63
64 void Sequence::add_postprocessor(PostProcessor &pp)
65 {
66         add_postprocessor(&pp, false);
67 }
68
69 void Sequence::add_postprocessor_owned(PostProcessor *pp)
70 {
71         add_postprocessor(pp, true);
72 }
73
74 void Sequence::add_postprocessor(PostProcessor *pp, bool owned)
75 {
76         if(target_format.empty())
77         {
78                 if(owned)
79                         delete pp;
80                 throw invalid_operation("Sequence::add_postprocessor");
81         }
82         postproc.push_back(PostProcStep(pp, owned));
83 }
84
85 void Sequence::setup_frame(Renderer &renderer)
86 {
87         for(const Step &s: steps)
88                 if(Renderable *renderable = s.get_renderable())
89                         renderable->setup_frame(renderer);
90 }
91
92 void Sequence::finish_frame()
93 {
94         for(const Step &s: steps)
95                 if(Renderable *renderable = s.get_renderable())
96                         renderable->finish_frame();
97 }
98
99 void Sequence::render(Renderer &renderer, Tag tag) const
100 {
101         if(tag.id)
102                 return;
103
104         Renderer::Push _push(renderer);
105
106         const Framebuffer *out_fbo = renderer.get_framebuffer();
107
108         if(target[0])
109                 renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
110
111         if(clear_enabled)
112                 renderer.clear();
113
114         for(const Step &s: steps)
115         {
116                 Renderer::Push _push2(renderer);
117
118                 renderer.set_depth_test(&s.get_depth_test());
119                 renderer.set_stencil_test(&s.get_stencil_test());
120                 renderer.set_blend(&s.get_blend());
121
122                 if (const Lighting *lighting = s.get_lighting())
123                         renderer.add_shader_data(lighting->get_shader_data());
124                 renderer.set_clipping(s.get_clipping());
125
126                 if(const Renderable *renderable = s.get_renderable())
127                         renderer.render(*renderable, s.get_tag());
128         }
129
130         if(target[0])
131         {
132                 if(target_ms)
133                         renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
134
135                 renderer.set_depth_test(0);
136                 renderer.set_stencil_test(0);
137                 renderer.set_blend(0);
138
139                 for(unsigned i=0; i<postproc.size(); ++i)
140                 {
141                         unsigned j = i%2;
142                         renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
143                         const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
144                         const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
145                         postproc[i].postproc->render(renderer, color, depth);
146                 }
147         }
148 }
149
150 void Sequence::set_debug_name(const string &name)
151 {
152 #ifdef DEBUG
153         for(unsigned i=0; i<2; ++i)
154                 if(target[i])
155                         target[i]->set_debug_name(format("%s [RT:%d]", name, i));
156         if(target_ms)
157                 target_ms->set_debug_name(name+" [RT:ms]");
158 #else
159         (void)name;
160 #endif
161 }
162
163
164 Sequence::Step::Step(Tag t, Renderable *r):
165         tag(t),
166         lighting(0),
167         clipping(0),
168         renderable(r)
169 { }
170
171 void Sequence::Step::set_lighting(const Lighting *l)
172 {
173         lighting = l;
174 }
175
176 void Sequence::Step::set_depth_test(const DepthTest &dt)
177 {
178         depth_test = dt;
179 }
180
181 void Sequence::Step::set_stencil_test(const StencilTest &st)
182 {
183         stencil_test = st;
184 }
185
186 void Sequence::Step::set_blend(const Blend &b)
187 {
188         blend = b;
189 }
190
191 void Sequence::Step::set_clipping(const Clipping *c)
192 {
193         clipping = c;
194 }
195
196 } // namespace GL
197 } // namespace Msp