]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/sequence.cpp
Remove RenderBuffer and always use textures as framebuffer attachments
[libs/gl.git] / source / render / sequence.cpp
index 51b2a4f7368181df469694b5fd3e08ca9c39e0eb..aaa1ef12a2238e209973c708446672b3ba865ed6 100644 (file)
@@ -4,10 +4,8 @@
 #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"
 
@@ -47,6 +45,9 @@ void Sequence::init(unsigned w, unsigned h)
 
 Sequence::~Sequence()
 {
+       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;
@@ -114,25 +115,25 @@ 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();
+       postproc.push_back(PostProcStep(pp, owned));
        try
        {
                create_targets(0);
        }
        catch(...)
        {
+               if(!owned)
+                       delete pp;
                postproc.pop_back();
                throw;
        }
@@ -143,8 +144,6 @@ void Sequence::setup_frame(Renderer &renderer)
        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()
@@ -152,8 +151,6 @@ void Sequence::finish_frame()
        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
@@ -161,60 +158,48 @@ 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(&(samples ? target_ms : target[0])->get_framebuffer());
+               renderer.clear();
        }
 
        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(samples)
-                       target[0]->blit_from(*target_ms);
+                       renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+
+               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();
+                       renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
                        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);
+                       postproc[i].postproc->render(renderer, color, depth);
                }
        }
 }
@@ -246,14 +231,39 @@ void Sequence::create_targets(unsigned recreate)
 
        if(!target_ms && samples)
                target_ms = new RenderTarget(width, height, samples, fmt);
+
+#ifdef DEBUG
+       if(!debug_name.empty())
+               set_target_debug_names();
+#endif
+}
+
+void Sequence::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       debug_name = name;
+       if(!name.empty())
+               set_target_debug_names();
+#else
+       (void)name;
+#endif
+}
+
+void Sequence::set_target_debug_names()
+{
+#ifdef DEBUG
+       for(unsigned i=0; i<2; ++i)
+               if(target[i])
+                       target[i]->set_debug_name(format("%s [RT:%d]", debug_name, i));
+       if(target_ms)
+               target_ms->set_debug_name(debug_name+" [RT:ms]");
+#endif
 }
 
 
 Sequence::Step::Step(Tag t, Renderable *r):
        tag(t),
        lighting(0),
-       depth_test(0),
-       blend(0),
        clipping(0),
        renderable(r)
 { }
@@ -263,25 +273,25 @@ void Sequence::Step::set_lighting(const Lighting *l)
        lighting = l;
 }
 
-void Sequence::Step::set_depth_test(const DepthTest *d)
+void Sequence::Step::set_depth_test(const DepthTest &dt)
+{
+       depth_test = dt;
+}
+
+void Sequence::Step::set_stencil_test(const StencilTest &st)
 {
-       depth_test = d;
+       stencil_test = st;
 }
 
-void Sequence::Step::set_blend(const Blend *b)
+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