class DepthTest;
class Lighting;
class PostProcessor;
+class View;
/**
Top-level content class. Typically a Pipeline is used as the content
PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
- std::vector<PostProcessor *> postproc;
+ std::vector<RefPtr<PostProcessor> > postproc;
unsigned width;
unsigned height;
bool hdr;
public:
Pipeline(unsigned, unsigned, bool = false);
+ Pipeline(const View &);
+private:
+ void init(unsigned, unsigned);
+public:
~Pipeline();
/* Sets high dynamic range mode. Requires floating-point texture support.
void set_multisample(unsigned);
+ 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);
/** Adds a postprocessor to the pipeline. */
void add_postprocessor(PostProcessor &);
+ /** 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();