X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Fsequence.cpp;h=aaa1ef12a2238e209973c708446672b3ba865ed6;hp=2c32db86518b14033c9452a64be2ed0fb0106397;hb=cd5f37b066352119cf92d53d0001af7ff99be437;hpb=2b2676392aff2eb6b38c3e463cc67f4d67a4ef8b diff --git a/source/render/sequence.cpp b/source/render/sequence.cpp index 2c32db86..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" @@ -160,20 +158,19 @@ 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); + 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) { - Renderer::Push push(renderer); + Renderer::Push _push2(renderer); renderer.set_depth_test(&i->get_depth_test()); renderer.set_stencil_test(&i->get_stencil_test()); @@ -189,20 +186,17 @@ void Sequence::render(Renderer &renderer, Tag tag) const if(target[0]) { + if(samples) + 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); - if(samples) - target[0]->blit_from(*target_ms); - 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); @@ -296,7 +290,7 @@ void Sequence::Step::set_blend(const Blend &b) void Sequence::Step::set_clipping(const Clipping *c) { - clipping =c; + clipping = c; } } // namespace GL