#include "bloom.h"
#include "colorcurve.h"
#include "lighting.h"
+#include "object.h"
#include "resources.h"
+#include "scene.h"
#include "sequencetemplate.h"
#include "tests.h"
add("multisample", &Loader::multisample_range);
add("postprocessor", &Loader::postprocessor);
add("step", &Loader::step);
+ add("step", &Loader::step_with_slot);
// Deprecated
- add("pass", &Loader::step);
+ add("pass", &Loader::step_with_slot);
obj.resources = &c;
}
obj.postprocessors.push_back(pp);
}
-void SequenceTemplate::Loader::step(const string &tag, const string &rend)
+void SequenceTemplate::Loader::step(const string &tag)
+{
+ step_with_slot(tag, string());
+}
+
+void SequenceTemplate::Loader::step_with_slot(const string &tag, const string &rend)
{
Step stp;
stp.tag = tag;
add("depth_test", &Loader::depth_test_predefined);
add("lighting", &Loader::lighting);
add("lighting", &Loader::lighting_inline);
+ add("object", &Loader::object);
+ add("scene", &Loader::scene);
}
void SequenceTemplate::Step::Loader::blend_predefined(const string &name)
obj.lighting.keep();
}
-/*void SequenceTemplate::Step::Loader::scene(const string &name)
+void SequenceTemplate::Step::Loader::object(const string &name)
{
- obj.default_renderable = get_collection().get<Scene>(name);
-}*/
+ obj.default_renderable = &get_collection().get<GL::Object>(name);
+}
+
+void SequenceTemplate::Step::Loader::scene(const string &name)
+{
+ obj.default_renderable = &get_collection().get<Scene>(name);
+}
} // namespace GL
} // namespace Msp