#ifndef MSP_GL_TECHNIQUE_H_
#define MSP_GL_TECHNIQUE_H_
+#include <map>
#include "renderpass.h"
#include "tag.h"
void uniforms();
};
-public:
- typedef std::map<Tag, RenderPass> PassMap;
-
-private:
- PassMap passes;
+ std::map<Tag, RenderPass> passes;
public:
RenderPass &add_pass(Tag);
bool has_pass(Tag) const;
const RenderPass &get_pass(Tag) const;
const RenderPass *find_pass(Tag) const;
- const PassMap &get_passes() const { return passes; }
+ const std::map<Tag, RenderPass> &get_passes() const { return passes; }
bool replace_texture(const std::string &, const Texture &);
bool replace_material(const std::string &, const Material &);
bool replace_uniforms(const ProgramData &);
- bool has_shaders() const;
void set_debug_name(const std::string &);
};