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