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Allow creating sequences without size
[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 { }
22
23 Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
24         width(w),
25         height(h),
26         target_format(f),
27         target_ms(0)
28 {
29         if(target_format.empty())
30                 throw invalid_argument("Sequence::Sequence");
31
32         FrameFormat postproc_fmt = target_format;
33         postproc_fmt.set_samples(1);
34         target[0] = new RenderTarget(width, height, postproc_fmt);
35         target[1] = new RenderTarget(width, height, postproc_fmt);
36
37         if(target_format.get_samples()>1)
38                 target_ms = new RenderTarget(width, height, target_format);
39 }
40
41 Sequence::~Sequence()
42 {
43         for(PostProcStep &p: postproc)
44                 if(p.owned)
45                         delete p.postproc;
46         delete target[0];
47         delete target[1];
48         delete target_ms;
49 }
50
51 Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
52 {
53         steps.push_back(Step(tag, &r));
54         return steps.back();
55 }
56
57 void Sequence::add_postprocessor(PostProcessor &pp)
58 {
59         add_postprocessor(&pp, false);
60 }
61
62 void Sequence::add_postprocessor_owned(PostProcessor *pp)
63 {
64         add_postprocessor(pp, true);
65 }
66
67 void Sequence::add_postprocessor(PostProcessor *pp, bool owned)
68 {
69         if(target_format.empty())
70         {
71                 if(owned)
72                         delete pp;
73                 throw invalid_operation("Sequence::add_postprocessor");
74         }
75         postproc.push_back(PostProcStep(pp, owned));
76 }
77
78 void Sequence::setup_frame(Renderer &renderer)
79 {
80         for(const Step &s: steps)
81                 if(Renderable *renderable = s.get_renderable())
82                         renderable->setup_frame(renderer);
83 }
84
85 void Sequence::finish_frame()
86 {
87         for(const Step &s: steps)
88                 if(Renderable *renderable = s.get_renderable())
89                         renderable->finish_frame();
90 }
91
92 void Sequence::render(Renderer &renderer, Tag tag) const
93 {
94         if(tag.id)
95                 return;
96
97         Renderer::Push _push(renderer);
98
99         const Framebuffer *out_fbo = renderer.get_framebuffer();
100
101         if(target[0])
102         {
103                 renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
104                 renderer.clear();
105         }
106
107         for(const Step &s: steps)
108         {
109                 Renderer::Push _push2(renderer);
110
111                 renderer.set_depth_test(&s.get_depth_test());
112                 renderer.set_stencil_test(&s.get_stencil_test());
113                 renderer.set_blend(&s.get_blend());
114
115                 if (const Lighting *lighting = s.get_lighting())
116                         renderer.add_shader_data(lighting->get_shader_data());
117                 renderer.set_clipping(s.get_clipping());
118
119                 if(const Renderable *renderable = s.get_renderable())
120                         renderer.render(*renderable, s.get_tag());
121         }
122
123         if(target[0])
124         {
125                 if(target_ms)
126                         renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
127
128                 renderer.set_depth_test(0);
129                 renderer.set_stencil_test(0);
130                 renderer.set_blend(0);
131
132                 for(unsigned i=0; i<postproc.size(); ++i)
133                 {
134                         unsigned j = i%2;
135                         renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
136                         const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
137                         const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
138                         postproc[i].postproc->render(renderer, color, depth);
139                 }
140         }
141 }
142
143 void Sequence::set_debug_name(const string &name)
144 {
145 #ifdef DEBUG
146         for(unsigned i=0; i<2; ++i)
147                 if(target[i])
148                         target[i]->set_debug_name(format("%s [RT:%d]", name, i));
149         if(target_ms)
150                 target_ms->set_debug_name(name+" [RT:ms]");
151 #else
152         (void)name;
153 #endif
154 }
155
156
157 Sequence::Step::Step(Tag t, Renderable *r):
158         tag(t),
159         lighting(0),
160         clipping(0),
161         renderable(r)
162 { }
163
164 void Sequence::Step::set_lighting(const Lighting *l)
165 {
166         lighting = l;
167 }
168
169 void Sequence::Step::set_depth_test(const DepthTest &dt)
170 {
171         depth_test = dt;
172 }
173
174 void Sequence::Step::set_stencil_test(const StencilTest &st)
175 {
176         stencil_test = st;
177 }
178
179 void Sequence::Step::set_blend(const Blend &b)
180 {
181         blend = b;
182 }
183
184 void Sequence::Step::set_clipping(const Clipping *c)
185 {
186         clipping = c;
187 }
188
189 } // namespace GL
190 } // namespace Msp