]> git.tdb.fi Git - libs/gl.git/blobdiff - source/pipeline.cpp
Style update: add spaces around assignment operators
[libs/gl.git] / source / pipeline.cpp
index 6a9556a61c5b3fd308cd0e8c0134e30ecec8f78e..54ef25a10bca8e59a123eb96322123e393595640 100644 (file)
@@ -1,10 +1,12 @@
 /* $Id$
 
 This file is part of libmspgl
-Copyright © 2009  Mikko Rasa, Mikkosoft Productions
+Copyright © 2009-2010  Mikko Rasa, Mikkosoft Productions
 Distributed under the LGPL
 */
 
+#include "blend.h"
+#include "camera.h"
 #include "effect.h"
 #include "except.h"
 #include "framebuffer.h"
@@ -12,6 +14,7 @@ Distributed under the LGPL
 #include "pipeline.h"
 #include "postprocessor.h"
 #include "renderbuffer.h"
+#include "tests.h"
 #include "texture2d.h"
 
 using namespace std;
@@ -20,6 +23,7 @@ namespace Msp {
 namespace GL {
 
 Pipeline::Pipeline(unsigned w, unsigned h, bool d):
+       camera(0),
        width(w),
        height(h),
        hdr(d),
@@ -35,19 +39,24 @@ Pipeline::~Pipeline()
        delete depth_buf;
 }
 
+void Pipeline::set_camera(const Camera *c)
+{
+       camera = c;
+}
+
 PipelinePass &Pipeline::add_pass(const Tag &tag)
 {
-       if(passes.count(tag.id))
+       if(passes.count(tag))
                throw KeyError("Pass already exists");
 
-       PipelinePass &pass=passes[tag.id];
+       PipelinePass &pass = passes[tag];
        pass_order.push_back(tag);
        return pass;
 }
 
 PipelinePass &Pipeline::get_pass(const Tag &tag)
 {
-       map<unsigned, PipelinePass>::iterator i=passes.find(tag.id);
+       PassMap::iterator i = passes.find(tag);
        if(i==passes.end())
                throw KeyError("Unknown pass");
        return i->second;
@@ -55,17 +64,12 @@ PipelinePass &Pipeline::get_pass(const Tag &tag)
 
 const PipelinePass &Pipeline::get_pass(const Tag &tag) const
 {
-       map<unsigned, PipelinePass>::const_iterator i=passes.find(tag.id);
+       PassMap::const_iterator i = passes.find(tag);
        if(i==passes.end())
                throw KeyError("Unknown pass");
        return i->second;
 }
 
-bool Pipeline::has_pass(const Tag &tag) const
-{
-       return passes.count(tag.id);
-}
-
 void Pipeline::add_renderable(const Renderable &r)
 {
        renderables.push_back(&r);
@@ -81,14 +85,14 @@ void Pipeline::add_postprocessor(PostProcessor &pp)
        postproc.push_back(&pp);
        if(!fbo)
        {
-               fbo=new Framebuffer;
-               color_buf=new Texture2D;
+               fbo = new Framebuffer;
+               color_buf = new Texture2D;
                color_buf->set_min_filter(NEAREST);
                color_buf->set_mag_filter(NEAREST);
                color_buf->storage((hdr ? RGB16F : RGB), width, height, 0);
                color_buf->image(0, RGB, UNSIGNED_BYTE, 0);
                fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
-               depth_buf=new Renderbuffer;
+               depth_buf = new Renderbuffer;
                depth_buf->storage(DEPTH_COMPONENT, width, height);
                fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
                Framebuffer::unbind();
@@ -97,37 +101,45 @@ void Pipeline::add_postprocessor(PostProcessor &pp)
 
 void Pipeline::render(const Tag &tag) const
 {
-       const PipelinePass &pass=get_pass(tag);
-       if(pass.lighting)
-               pass.lighting->bind();
+       const PipelinePass &pass = get_pass(tag);
+
+       Bind bind_depth_test(pass.depth_test);
+       Bind bind_blend(pass.blend);
+       Bind bind_lighting(pass.lighting);
+
        for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
                (*i)->prepare();
+
        for(vector<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
                (*i)->render(tag);
-       for(vector<Effect *>::const_iterator i=pass.effects.end(); i--!=pass.effects.begin();)
-               (*i)->cleanup();
-       if(pass.lighting)
-               Lighting::unbind();
+
+       for(vector<Effect *>::const_iterator i=pass.effects.end(); i!=pass.effects.begin();)
+               (*--i)->cleanup();
 }
 
 void Pipeline::render_all() const
 {
+       if(camera)
+               camera->apply();
+
        if(fbo)
        {
                fbo->bind();
-               glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+               clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
        }
+
        for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
-       {
                (*i)->prepare();
-               glViewport(0, 0, width, height);
-       }
+
        for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
                render(*i);
-       for(vector<Effect *>::const_iterator i=effects.end(); i--!=effects.begin();)
-               (*i)->cleanup();
+
+       for(vector<Effect *>::const_iterator i=effects.end(); i!=effects.begin();)
+               (*--i)->cleanup();
+
        if(fbo)
                Framebuffer::unbind();
+
        // XXX Need two color buffer textures to handle multiple post-processors correctly
        for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
                (*i)->render(*color_buf);