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