X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Fsequence.cpp;h=aaa1ef12a2238e209973c708446672b3ba865ed6;hp=05cbafff08d66b406242da77228d83d0252d037b;hb=cd5f37b066352119cf92d53d0001af7ff99be437;hpb=1863f17c5c5563be8492d7f01e5c613a740ea1e9 diff --git a/source/render/sequence.cpp b/source/render/sequence.cpp index 05cbafff..aaa1ef12 100644 --- a/source/render/sequence.cpp +++ b/source/render/sequence.cpp @@ -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" @@ -160,32 +158,26 @@ 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::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()) @@ -194,19 +186,17 @@ void Sequence::render(Renderer &renderer, Tag tag) const 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; iget_framebuffer().bind(); - else - out_fbo->bind(); + renderer.set_framebuffer(i+1get_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].postproc->render(renderer, color, depth); @@ -274,8 +264,6 @@ void Sequence::set_target_debug_names() Sequence::Step::Step(Tag t, Renderable *r): tag(t), lighting(0), - depth_test(0), - blend(0), clipping(0), renderable(r) { } @@ -285,19 +273,24 @@ 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; } } // namespace GL