X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fpipeline.h;h=0d38aaec40181ca402b896c1bf5a4530cb266fb7;hp=d39bce5af9689523532412d05f3cff0eac75ec81;hb=6eb1cf196dbe5a2c39b29b49b6901ae7d2b4e803;hpb=f48b68626a98c4a0b8991764d174eb57895e805f diff --git a/source/pipeline.h b/source/pipeline.h index d39bce5a..0d38aaec 100644 --- a/source/pipeline.h +++ b/source/pipeline.h @@ -6,6 +6,7 @@ #include "framebuffer.h" #include "renderable.h" #include "renderbuffer.h" +#include "rendertarget.h" #include "texture2d.h" namespace Msp { @@ -13,10 +14,25 @@ namespace GL { class Blend; class Camera; +class Clipping; class DepthTest; class Lighting; class PostProcessor; +class View; +/** +Top-level content class. Typically a Pipeline is used as the content +Renderable for a View or effects such as ShadowMap or EnvironmentMap. + +A Pipeline contains a sequence of passes. Each pass has a Renderable along +with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to +organize Renderables within a pass. + +PostProcessors can be applied after all of the passes in the Pipeline have been +rendered. Framebuffer objects are automatically used to pass render results to +the PostProcessors. High dynamic range and multisample rendering can be +requested for increased quality. +*/ class Pipeline: public Renderable { public: @@ -27,45 +43,32 @@ public: const Lighting *lighting; const DepthTest *depth_test; const Blend *blend; + const Clipping *clipping; + Renderable *renderable; public: - Pass(const Tag &); + Pass(const Tag &, Renderable *); const Tag &get_tag() const { return tag; } void set_lighting(const Lighting *); void set_depth_test(const DepthTest *); void set_blend(const Blend *); + void set_clipping(const Clipping *); const Lighting *get_lighting() const { return lighting; } const DepthTest *get_depth_test() const { return depth_test; } const Blend *get_blend() const { return blend; } + const Clipping *get_clipping() const { return clipping; } + Renderable *get_renderable() const { return renderable; } }; private: struct Slot { - const Renderable *renderable; + Renderable *renderable; std::set passes; - Slot(const Renderable *); - }; - - 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); + Slot(Renderable *); }; typedef std::list PassList; @@ -73,34 +76,65 @@ private: PassList passes; const Camera *camera; std::vector renderables; - std::vector postproc; + std::vector > postproc; unsigned width; unsigned height; bool hdr; unsigned samples; RenderTarget *target[2]; - MultisampleTarget *target_ms; + RenderTarget *target_ms; public: Pipeline(unsigned, unsigned, bool = false); + Pipeline(const View &); + Pipeline(const Framebuffer &); +private: + void init(unsigned, unsigned); +public: ~Pipeline(); + /* Sets high dynamic range mode. Requires floating-point texture support. + A ColorCurve postprocessor is recommended for full benefit. */ void set_hdr(bool); + void set_multisample(unsigned); - void set_camera(const Camera *); + unsigned get_width() const { return width; } + unsigned get_height() const { return height; } + bool get_hdr() const { return hdr; } + unsigned get_multisample() const { return samples; } + + // Deprecated + void set_camera(const Camera *); Pass &add_pass(const Tag &tag); + void add_renderable(Renderable &); + void add_renderable_for_pass(Renderable &, const Tag &); + void remove_renderable(Renderable &); + + /** Adds a pass to the pipeline. It's permissible to add the same + Renderable multiple times. */ + Pass &add_pass(const Tag &, Renderable &); - void add_renderable(const Renderable &); - void add_renderable_for_pass(const Renderable &, const Tag &); - void remove_renderable(const Renderable &); + /** Adds a postprocessor to the pipeline. */ void add_postprocessor(PostProcessor &); - virtual void render(const Tag &tag = Tag()) const; + /** Adds a postprocessor to the pipeline, transferring ownership. The + postprocessor will be deleted together with with pipeline. It is also + deleted if this call throws an exception. */ + void add_postprocessor_owned(PostProcessor *); + +private: + void add_postprocessor(PostProcessor *, bool); + +public: + virtual void setup_frame(Renderer &); + virtual void finish_frame(); + + void render(); virtual void render(Renderer &, const Tag &tag = Tag()) const; private: - void create_targets(bool); + void create_targets(unsigned); }; } // namespace GL