#include <msp/core/maputils.h>
#include "blend.h"
-#include "camera.h"
+#include "error.h"
#include "framebuffer.h"
#include "lighting.h"
#include "postprocessor.h"
-#include "renderbuffer.h"
#include "renderer.h"
#include "sequence.h"
-#include "tests.h"
#include "texture2d.h"
#include "view.h"
namespace Msp {
namespace GL {
-Sequence::Sequence(unsigned w, unsigned h, bool d)
+Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f)
{
- init(w, h);
- hdr = d;
+ init(w, h, f);
}
-Sequence::Sequence(const View &view)
+Sequence::Sequence(const View &view, const FrameFormat &f)
{
- init(view.get_width(), view.get_height());
+ init(view.get_width(), view.get_height(), f);
}
-Sequence::Sequence(const Framebuffer &fbo)
+Sequence::Sequence(const Framebuffer &fbo, const FrameFormat &f)
{
- init(fbo.get_width(), fbo.get_height());
+ init(fbo.get_width(), fbo.get_height(), f);
}
-void Sequence::init(unsigned w, unsigned h)
+void Sequence::init(unsigned w, unsigned h, const FrameFormat &f)
{
- camera = 0;
width = w;
height = h;
- hdr = false;
- alpha = false;
- samples = 0;
- target_ms = 0;
- target[0] = 0;
- target[1] = 0;
-}
-
-Sequence::~Sequence()
-{
- delete target[0];
- delete target[1];
- delete target_ms;
-}
+ target_format = f;
-void Sequence::set_hdr(bool h)
-{
- if(h==hdr)
- return;
-
- bool old_hdr = hdr;
- hdr = h;
- try
+ if(!target_format.empty())
{
- create_targets(2);
- }
- catch(...)
- {
- hdr = old_hdr;
- throw;
- }
-}
+ FrameFormat postproc_fmt = target_format;
+ postproc_fmt.set_samples(1);
+ target[0] = new RenderTarget(width, height, postproc_fmt);
+ target[1] = new RenderTarget(width, height, postproc_fmt);
-void Sequence::set_alpha(bool a)
-{
- if(a==alpha)
- return;
-
- bool old_alpha = alpha;
- alpha = a;
- try
- {
- create_targets(2);
+ if(target_format.get_samples()>1)
+ target_ms = new RenderTarget(width, height, target_format);
+ else
+ target_ms = 0;
}
- catch(...)
+ else
{
- alpha = old_alpha;
- throw;
+ target_ms = 0;
+ target[0] = 0;
+ target[1] = 0;
}
}
-void Sequence::set_multisample(unsigned s)
+Sequence::~Sequence()
{
- if(s==samples)
- return;
-
- unsigned old_samples = samples;
- samples = s;
- try
- {
- create_targets(1);
- }
- catch(...)
- {
- samples = old_samples;
- throw;
- }
+ for(vector<PostProcStep>::iterator i=postproc.begin(); i!=postproc.end(); ++i)
+ if(i->owned)
+ delete i->postproc;
+ delete target[0];
+ delete target[1];
+ delete target_ms;
}
Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
void Sequence::add_postprocessor(PostProcessor &pp)
{
- add_postprocessor(&pp, true);
+ add_postprocessor(&pp, false);
}
void Sequence::add_postprocessor_owned(PostProcessor *pp)
{
- add_postprocessor(pp, false);
+ add_postprocessor(pp, true);
}
-void Sequence::add_postprocessor(PostProcessor *pp, bool keep)
+void Sequence::add_postprocessor(PostProcessor *pp, bool owned)
{
- postproc.push_back(pp);
- if(keep)
- postproc.back().keep();
- try
+ if(target_format.empty())
{
- create_targets(0);
- }
- catch(...)
- {
- postproc.pop_back();
- throw;
+ if(owned)
+ delete pp;
+ throw invalid_operation("Sequence::add_postprocessor");
}
+ postproc.push_back(PostProcStep(pp, owned));
}
void Sequence::setup_frame(Renderer &renderer)
{
- for(StepList::const_iterator i=steps.begin(); i!=steps.end(); ++i)
+ for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
if(Renderable *renderable = i->get_renderable())
renderable->setup_frame(renderer);
- for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- i->renderable->setup_frame(renderer);
}
void Sequence::finish_frame()
{
- for(StepList::const_iterator i=steps.begin(); i!=steps.end(); ++i)
+ for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
if(Renderable *renderable = i->get_renderable())
renderable->finish_frame();
- for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- i->renderable->finish_frame();
}
void Sequence::render(Renderer &renderer, Tag tag) const
if(tag.id)
return;
- const Framebuffer *out_fbo = Framebuffer::current();
- // These are no-ops but will ensure the related state gets restored
- BindRestore restore_fbo(out_fbo);
- BindRestore restore_depth_test(DepthTest::current());
- BindRestore restore_blend(Blend::current());
+ Renderer::Push _push(renderer);
+
+ const Framebuffer *out_fbo = renderer.get_framebuffer();
if(target[0])
{
- Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
- fbo.bind();
- fbo.clear();
+ renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
+ renderer.clear();
}
- for(StepList::const_iterator i=steps.begin(); i!=steps.end(); ++i)
+ for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
{
- if(const DepthTest *dt = i->get_depth_test())
- dt->bind();
- else
- DepthTest::unbind();
+ Renderer::Push _push2(renderer);
- if(const Blend *b = i->get_blend())
- b->bind();
- else
- Blend::unbind();
+ renderer.set_depth_test(&i->get_depth_test());
+ renderer.set_stencil_test(&i->get_stencil_test());
+ renderer.set_blend(&i->get_blend());
- renderer.set_lighting(i->get_lighting());
+ if (const Lighting *lighting = i->get_lighting())
+ renderer.add_shader_data(lighting->get_shader_data());
renderer.set_clipping(i->get_clipping());
if(const Renderable *renderable = i->get_renderable())
renderer.render(*renderable, i->get_tag());
-
- for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
- if(j->passes.empty() || j->passes.count(i->get_tag()))
- renderer.render(*j->renderable, i->get_tag());
}
if(target[0])
{
- DepthTest::unbind();
- Blend::unbind();
+ if(target_ms)
+ renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
- if(samples)
- target[0]->blit_from(*target_ms);
+ renderer.set_depth_test(0);
+ renderer.set_stencil_test(0);
+ renderer.set_blend(0);
for(unsigned i=0; i<postproc.size(); ++i)
{
unsigned j = i%2;
- if(i+1<postproc.size())
- target[1-j]->get_framebuffer().bind();
- else
- out_fbo->bind();
- const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
- const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
- postproc[i]->render(renderer, color, depth);
+ renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
+ const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
+ const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
+ postproc[i].postproc->render(renderer, color, depth);
}
}
}
-void Sequence::create_targets(unsigned recreate)
+void Sequence::set_debug_name(const string &name)
{
- if(recreate>=2)
- {
- delete target[0];
- delete target[1];
- target[0] = 0;
- target[1] = 0;
- }
- if(recreate>=1)
- {
- delete target_ms;
- target_ms = 0;
- }
-
- PixelFormat color_pf = (hdr ? (alpha ? RGBA16F : RGB16F) : (alpha ? RGBA8 : RGB8));
- RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
- if(!postproc.empty() || samples)
- {
- if(!target[0])
- target[0] = new RenderTarget(width, height, fmt);
- if(!target[1] && postproc.size()>1)
- target[1] = new RenderTarget(width, height, fmt);
- }
-
- if(!target_ms && samples)
- target_ms = new RenderTarget(width, height, samples, fmt);
+#ifdef DEBUG
+ for(unsigned i=0; i<2; ++i)
+ if(target[i])
+ target[i]->set_debug_name(format("%s [RT:%d]", name, i));
+ if(target_ms)
+ target_ms->set_debug_name(name+" [RT:ms]");
+#else
+ (void)name;
+#endif
}
Sequence::Step::Step(Tag t, Renderable *r):
tag(t),
lighting(0),
- depth_test(0),
- blend(0),
clipping(0),
renderable(r)
{ }
lighting = l;
}
-void Sequence::Step::set_depth_test(const DepthTest *d)
+void Sequence::Step::set_depth_test(const DepthTest &dt)
{
- depth_test = d;
+ depth_test = dt;
}
-void Sequence::Step::set_blend(const Blend *b)
+void Sequence::Step::set_stencil_test(const StencilTest &st)
+{
+ stencil_test = st;
+}
+
+void Sequence::Step::set_blend(const Blend &b)
{
blend = b;
}
void Sequence::Step::set_clipping(const Clipping *c)
{
- clipping =c;
+ clipping = c;
}
-
-Sequence::Slot::Slot(Renderable *r):
- renderable(r)
-{ }
-
} // namespace GL
} // namespace Msp