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[libs/gl.git] / source / render / sequence.cpp
1 #include <msp/strings/format.h>
2 #include "error.h"
3 #include "lighting.h"
4 #include "postprocessor.h"
5 #include "renderer.h"
6 #include "rendertarget.h"
7 #include "sequence.h"
8 #include "texture2d.h"
9
10 using namespace std;
11
12 namespace Msp {
13 namespace GL {
14
15 Sequence::Sequence():
16         width(0),
17         height(0),
18         target{0, 0},
19         target_ms(0),
20         clear_enabled(false),
21         clear_depth(1.0f),
22         clear_stencil(0)
23 { }
24
25 Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
26         width(w),
27         height(h),
28         target_format(f),
29         target_ms(0),
30         clear_enabled(false),
31         clear_depth(1.0f),
32         clear_stencil(0)
33 {
34         if(target_format.empty())
35                 throw invalid_argument("Sequence::Sequence");
36
37         FrameFormat postproc_fmt = target_format;
38         postproc_fmt.set_samples(1);
39         target[0] = new RenderTarget(width, height, postproc_fmt);
40         target[1] = new RenderTarget(width, height, postproc_fmt);
41
42         if(target_format.get_samples()>1)
43                 target_ms = new RenderTarget(width, height, target_format);
44 }
45
46 Sequence::~Sequence()
47 {
48         for(PostProcStep &p: postproc)
49                 if(p.owned)
50                         delete p.postproc;
51         delete target[0];
52         delete target[1];
53         delete target_ms;
54 }
55
56 void Sequence::set_clear_enabled(bool c)
57 {
58         clear_enabled = c;
59 }
60
61 void Sequence::set_clear_colors(const vector<Color> &c)
62 {
63         clear_enabled = true;
64         clear_colors = c;
65 }
66
67 void Sequence::set_clear_depth(float d)
68 {
69         clear_enabled = true;
70         clear_depth = d;
71 }
72
73 void Sequence::set_clear_stencil(int s)
74 {
75         clear_enabled = true;
76         clear_stencil = s;
77 }
78
79 Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
80 {
81         steps.push_back(Step(tag, &r));
82         return steps.back();
83 }
84
85 void Sequence::add_postprocessor(PostProcessor &pp)
86 {
87         add_postprocessor(&pp, false);
88 }
89
90 void Sequence::add_postprocessor_owned(PostProcessor *pp)
91 {
92         add_postprocessor(pp, true);
93 }
94
95 void Sequence::add_postprocessor(PostProcessor *pp, bool owned)
96 {
97         if(target_format.empty())
98         {
99                 if(owned)
100                         delete pp;
101                 throw invalid_operation("Sequence::add_postprocessor");
102         }
103         postproc.push_back(PostProcStep(pp, owned));
104 }
105
106 void Sequence::setup_frame(Renderer &renderer)
107 {
108         for(const Step &s: steps)
109                 if(Renderable *renderable = s.get_renderable())
110                         renderable->setup_frame(renderer);
111 }
112
113 void Sequence::finish_frame()
114 {
115         for(const Step &s: steps)
116                 if(Renderable *renderable = s.get_renderable())
117                         renderable->finish_frame();
118 }
119
120 void Sequence::render(Renderer &renderer, Tag tag) const
121 {
122         if(tag.id)
123                 return;
124
125         Renderer::Push _push(renderer);
126
127         const Framebuffer *out_fbo = renderer.get_framebuffer();
128
129         if(target[0])
130                 renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
131
132         if(clear_enabled)
133         {
134                 const Framebuffer *target_fbo = renderer.get_framebuffer();
135                 if(!target_fbo)
136                         throw invalid_operation("Sequence::render");
137
138                 const FrameFormat &format = target_fbo->get_format();
139                 ClearValue clear_values[7];
140                 unsigned i = 0;
141                 Color default_color = (clear_colors.empty() ? Color(0.0f, 0.0f, 0.0f, 0.0f) : clear_colors.front());
142                 ClearValue *cv = clear_values;
143                 for(FrameAttachment a: format)
144                 {
145                         if(get_attach_point(a)==get_attach_point(DEPTH_ATTACHMENT))
146                                 cv->depth_stencil.depth = clear_depth;
147                         else if(get_attach_point(a)==get_attach_point(STENCIL_ATTACHMENT))
148                                 cv->depth_stencil.stencil = clear_stencil;
149                         else
150                                 cv->color = (i<clear_colors.size() ? clear_colors[i++] : default_color);
151                         ++cv;
152                 }
153
154                 renderer.clear(clear_values);
155         }
156
157         for(const Step &s: steps)
158         {
159                 Renderer::Push _push2(renderer);
160
161                 renderer.set_depth_test(&s.get_depth_test());
162                 renderer.set_stencil_test(&s.get_stencil_test());
163                 renderer.set_blend(&s.get_blend());
164
165                 if (const Lighting *lighting = s.get_lighting())
166                         renderer.add_shader_data(lighting->get_shader_data());
167                 renderer.set_clipping(s.get_clipping());
168
169                 if(const Renderable *renderable = s.get_renderable())
170                         renderer.render(*renderable, s.get_tag());
171         }
172
173         if(target[0])
174         {
175                 if(target_ms)
176                         renderer.resolve_multisample(target[0]->get_framebuffer());
177
178                 renderer.set_depth_test(0);
179                 renderer.set_stencil_test(0);
180                 renderer.set_blend(0);
181
182                 for(unsigned i=0; i<postproc.size(); ++i)
183                 {
184                         unsigned j = i%2;
185                         renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
186                         const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
187                         const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
188                         postproc[i].postproc->render(renderer, color, depth);
189                 }
190         }
191 }
192
193 void Sequence::set_debug_name(const string &name)
194 {
195 #ifdef DEBUG
196         for(unsigned i=0; i<2; ++i)
197                 if(target[i])
198                         target[i]->set_debug_name(format("%s [RT:%d]", name, i));
199         if(target_ms)
200                 target_ms->set_debug_name(name+" [RT:ms]");
201 #else
202         (void)name;
203 #endif
204 }
205
206
207 Sequence::Step::Step(Tag t, Renderable *r):
208         tag(t),
209         lighting(0),
210         clipping(0),
211         renderable(r)
212 { }
213
214 void Sequence::Step::set_lighting(const Lighting *l)
215 {
216         lighting = l;
217 }
218
219 void Sequence::Step::set_depth_test(const DepthTest &dt)
220 {
221         depth_test = dt;
222 }
223
224 void Sequence::Step::set_stencil_test(const StencilTest &st)
225 {
226         stencil_test = st;
227 }
228
229 void Sequence::Step::set_blend(const Blend &b)
230 {
231         blend = b;
232 }
233
234 void Sequence::Step::set_clipping(const Clipping *c)
235 {
236         clipping = c;
237 }
238
239 } // namespace GL
240 } // namespace Msp