]> git.tdb.fi Git - libs/gl.git/blobdiff - source/pipeline.h
Get all blocks for the program before applying them
[libs/gl.git] / source / pipeline.h
index 011a96bba5e37d6ca1bd056bfe1cede1c047cb03..d39bce5af9689523532412d05f3cff0eac75ec81 100644 (file)
@@ -3,7 +3,10 @@
 
 #include <map>
 #include <set>
+#include "framebuffer.h"
 #include "renderable.h"
+#include "renderbuffer.h"
+#include "texture2d.h"
 
 namespace Msp {
 namespace GL {
@@ -11,11 +14,8 @@ namespace GL {
 class Blend;
 class Camera;
 class DepthTest;
-class Framebuffer;
 class Lighting;
 class PostProcessor;
-class Renderbuffer;
-class Texture2D;
 
 class Pipeline: public Renderable
 {
@@ -23,12 +23,15 @@ public:
        class Pass
        {
        private:
+               Tag tag;
                const Lighting *lighting;
                const DepthTest *depth_test;
                const Blend *blend;
 
        public:
-               Pass();
+               Pass(const Tag &);
+
+               const Tag &get_tag() const { return tag; }
 
                void set_lighting(const Lighting *);
                void set_depth_test(const DepthTest *);
@@ -47,10 +50,27 @@ private:
                Slot(const Renderable *);
        };
 
-       typedef std::map<Tag, Pass> PassMap;
+       struct RenderTarget
+       {
+               Framebuffer fbo;
+               Texture2D color;
+               Texture2D depth;
+
+               RenderTarget(unsigned, unsigned, PixelFormat);
+       };
+
+       struct MultisampleTarget
+       {
+               Framebuffer fbo;
+               Renderbuffer color;
+               Renderbuffer depth;
+
+               MultisampleTarget(unsigned, unsigned, unsigned, PixelFormat);
+       };
+
+       typedef std::list<Pass> PassList;
 
-       PassMap passes;
-       std::vector<Tag> pass_order;
+       PassList passes;
        const Camera *camera;
        std::vector<Slot> renderables;
        std::vector<PostProcessor *> postproc;
@@ -58,12 +78,8 @@ private:
        unsigned height;
        bool hdr;
        unsigned samples;
-       Framebuffer *fbo;
-       Texture2D *color_buf;
-       Texture2D *depth_buf;
-       Framebuffer *fbo_ms;
-       Renderbuffer *color_buf_ms;
-       Renderbuffer *depth_buf_ms;
+       RenderTarget *target[2];
+       MultisampleTarget *target_ms;
 
 public:
        Pipeline(unsigned, unsigned, bool = false);
@@ -74,19 +90,17 @@ public:
        void set_camera(const Camera *);
 
        Pass &add_pass(const Tag &tag);
-       Pass &get_pass(const Tag &tag);
-       const Pass &get_pass(const Tag &tag) const;
 
        void add_renderable(const Renderable &);
        void add_renderable_for_pass(const Renderable &, const Tag &);
        void remove_renderable(const Renderable &);
        void add_postprocessor(PostProcessor &);
 
+       virtual void render(const Tag &tag = Tag()) const;
        virtual void render(Renderer &, const Tag &tag = Tag()) const;
-       void render_all() const;
 
 private:
-       void create_fbos();
+       void create_targets(bool);
 };
 
 } // namespace GL