X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fpipeline.cpp;h=27cc3e3c63cc9d274e3573c7da915b21b846899d;hp=de98b2d383283d4822d1ed7e9b684ac60ed98e4b;hb=bb162b9edd4b8c0e9faeed75da4148f5b9735450;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8 diff --git a/source/pipeline.cpp b/source/pipeline.cpp index de98b2d3..27cc3e3c 100644 --- a/source/pipeline.cpp +++ b/source/pipeline.cpp @@ -1,7 +1,6 @@ +#include #include "blend.h" #include "camera.h" -#include "effect.h" -#include "except.h" #include "framebuffer.h" #include "lighting.h" #include "pipeline.h" @@ -10,79 +9,91 @@ #include "renderer.h" #include "tests.h" #include "texture2d.h" +#include "view.h" using namespace std; namespace Msp { namespace GL { -Pipeline::Pipeline(unsigned w, unsigned h, bool d): - camera(0), - width(w), - height(h), - hdr(d), - samples(0), - fbo(0), - color_buf(0), - depth_buf(0), - fbo_ms(0), - color_buf_ms(0), - depth_buf_ms(0) -{ } +Pipeline::Pipeline(unsigned w, unsigned h, bool d) +{ + init(w, h); + hdr = d; +} -Pipeline::~Pipeline() +Pipeline::Pipeline(const View &view) { - delete fbo; - delete color_buf; - delete depth_buf; + init(view.get_width(), view.get_height()); } -void Pipeline::set_hdr(bool h) +void Pipeline::init(unsigned w, unsigned h) { - hdr = h; - if(!postproc.empty()) - create_fbos(); + camera = 0; + width = w; + height = h; + hdr = false; + samples = 0; + target_ms = 0; + target[0] = 0; + target[1] = 0; } -void Pipeline::set_multisample(unsigned s) +Pipeline::~Pipeline() { - samples = s; - if(!postproc.empty()) - create_fbos(); + delete target[0]; + delete target[1]; + delete target_ms; } -void Pipeline::set_camera(const Camera *c) +void Pipeline::set_hdr(bool h) { - camera = c; + if(h==hdr) + return; + + bool old_hdr= hdr; + hdr = h; + try + { + create_targets(2); + } + catch(...) + { + hdr = old_hdr; + throw; + } } -PipelinePass &Pipeline::add_pass(const Tag &tag) +void Pipeline::set_multisample(unsigned s) { - if(passes.count(tag)) - throw KeyError("Pass already exists"); + if(s==samples) + return; - PipelinePass &pass = passes[tag]; - pass_order.push_back(tag); - return pass; + unsigned old_samples = samples; + samples = s; + try + { + create_targets(1); + } + catch(...) + { + samples = old_samples; + throw; + } } -PipelinePass &Pipeline::get_pass(const Tag &tag) +void Pipeline::set_camera(const Camera *c) { - PassMap::iterator i = passes.find(tag); - if(i==passes.end()) - throw KeyError("Unknown pass"); - return i->second; + camera = c; } -const PipelinePass &Pipeline::get_pass(const Tag &tag) const +Pipeline::Pass &Pipeline::add_pass(const Tag &tag) { - PassMap::const_iterator i = passes.find(tag); - if(i==passes.end()) - throw KeyError("Unknown pass"); - return i->second; + passes.push_back(Pass(tag, 0)); + return passes.back(); } -void Pipeline::add_renderable(const Renderable &r) +void Pipeline::add_renderable(Renderable &r) { for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) if(i->renderable==&r) @@ -94,7 +105,7 @@ void Pipeline::add_renderable(const Renderable &r) renderables.push_back(&r); } -void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag) +void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag) { for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) if(i->renderable==&r) @@ -107,7 +118,7 @@ void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag) renderables.back().passes.insert(tag); } -void Pipeline::remove_renderable(const Renderable &r) +void Pipeline::remove_renderable(Renderable &r) { for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) if(i->renderable==&r) @@ -117,118 +128,188 @@ void Pipeline::remove_renderable(const Renderable &r) } } -void Pipeline::add_effect(Effect &e) +Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r) { - effects.push_back(&e); + passes.push_back(Pass(tag, &r)); + return passes.back(); } void Pipeline::add_postprocessor(PostProcessor &pp) { - postproc.push_back(&pp); - if(!fbo) - create_fbos(); - { - } + add_postprocessor(&pp, true); } -void Pipeline::render(Renderer &renderer, const Tag &tag) const +void Pipeline::add_postprocessor_owned(PostProcessor *pp) { - const PipelinePass &pass = get_pass(tag); + add_postprocessor(pp, false); +} - Bind bind_depth_test(pass.depth_test); - Bind bind_blend(pass.blend); - Bind bind_lighting(pass.lighting); +void Pipeline::add_postprocessor(PostProcessor *pp, bool keep) +{ + postproc.push_back(pp); + if(keep) + postproc.back().keep(); + try + { + create_targets(0); + } + catch(...) + { + postproc.pop_back(); + throw; + } +} - for(vector::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i) - (*i)->prepare(); +void Pipeline::setup_frame(Renderer &renderer) +{ + for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i) + if(Renderable *renderable = i->get_renderable()) + renderable->setup_frame(renderer); + for(vector::const_iterator i=renderables.begin(); i!=renderables.end(); ++i) + i->renderable->setup_frame(renderer); +} +void Pipeline::finish_frame() +{ + for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i) + if(Renderable *renderable = i->get_renderable()) + renderable->finish_frame(); for(vector::const_iterator i=renderables.begin(); i!=renderables.end(); ++i) - if(i->passes.empty() || i->passes.count(tag)) - i->renderable->render(renderer, tag); + i->renderable->finish_frame(); +} - for(vector::const_iterator i=pass.effects.end(); i!=pass.effects.begin();) - (*--i)->cleanup(); +void Pipeline::render() +{ + Renderer renderer(camera); + setup_frame(renderer); + render(renderer); + finish_frame(); } -void Pipeline::render_all() const +void Pipeline::render(Renderer &renderer, const Tag &tag) const { - if(camera) - camera->apply(); + 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()); - if(fbo) + if(target[0]) { - Framebuffer *f = (fbo_ms ? fbo_ms : fbo); - f->bind(); - f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); + Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer(); + fbo.bind(); + fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); } - for(vector::const_iterator i=effects.begin(); i!=effects.end(); ++i) - (*i)->prepare(); + for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i) + { + if(const DepthTest *dt = i->get_depth_test()) + dt->bind(); + else + DepthTest::unbind(); - Renderer renderer(camera); - for(vector::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i) - render(renderer, *i); + if(const Blend *b = i->get_blend()) + b->bind(); + else + Blend::unbind(); - for(vector::const_iterator i=effects.end(); i!=effects.begin();) - (*--i)->cleanup(); + renderer.set_lighting(i->get_lighting()); + renderer.set_clipping(i->get_clipping()); - if(fbo) - { - if(fbo_ms) - fbo->blit_from(*fbo_ms, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false); - Framebuffer::unbind(); + if(const Renderable *renderable = i->get_renderable()) + renderer.render(*renderable, i->get_tag()); + + for(vector::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()); } - // XXX Need two color buffer textures to handle multiple post-processors correctly - for(vector::const_iterator i=postproc.begin(); i!=postproc.end(); ++i) - (*i)->render(*color_buf, *depth_buf); + if(target[0]) + { + DepthTest::unbind(); + Blend::unbind(); + + if(samples) + target[0]->blit_from(*target_ms); + + for(unsigned i=0; iget_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); + } + } } -void Pipeline::create_fbos() +void Pipeline::create_targets(unsigned recreate) { - delete fbo; - delete color_buf; - delete depth_buf; + if(recreate>=2) + { + delete target[0]; + delete target[1]; + target[0] = 0; + target[1] = 0; + } + if(recreate>=1) + { + delete target_ms; + target_ms = 0; + } - delete fbo_ms; - fbo_ms = 0; - delete color_buf_ms; - color_buf_ms = 0; - delete depth_buf_ms; - depth_buf_ms = 0; + PixelFormat color_pf = (hdr ? RGB16F : RGB); + 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); + } - fbo = new Framebuffer; + if(!target_ms && samples) + target_ms = new RenderTarget(width, height, samples, fmt); +} - color_buf = new Texture2D; - color_buf->set_min_filter(NEAREST); - color_buf->set_mag_filter(NEAREST); - color_buf->set_wrap(CLAMP_TO_EDGE); - color_buf->storage((hdr ? RGB16F : RGB), width, height); - fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0); - depth_buf = new Texture2D; - depth_buf->set_min_filter(NEAREST); - depth_buf->set_mag_filter(NEAREST); - depth_buf->set_wrap(CLAMP_TO_EDGE); - depth_buf->storage(DEPTH_COMPONENT, width, height); - fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0); +Pipeline::Pass::Pass(const Tag &t, Renderable *r): + tag(t), + lighting(0), + depth_test(0), + blend(0), + clipping(0), + renderable(r) +{ } - if(samples) - { - fbo_ms = new Framebuffer; +void Pipeline::Pass::set_lighting(const Lighting *l) +{ + lighting = l; +} - color_buf_ms = new Renderbuffer; - color_buf_ms->storage_multisample(samples, (hdr ? RGB16F : RGB), width, height); - fbo_ms->attach(COLOR_ATTACHMENT0, *color_buf_ms); +void Pipeline::Pass::set_depth_test(const DepthTest *d) +{ + depth_test = d; +} - depth_buf_ms = new Renderbuffer; - depth_buf_ms->storage_multisample(samples, DEPTH_COMPONENT, width, height); - fbo_ms->attach(DEPTH_ATTACHMENT, *depth_buf_ms); - } +void Pipeline::Pass::set_blend(const Blend *b) +{ + blend = b; +} + +void Pipeline::Pass::set_clipping(const Clipping *c) +{ + clipping =c; } -Pipeline::Slot::Slot(const Renderable *r): +Pipeline::Slot::Slot(Renderable *r): renderable(r) { }