#include <msp/gl/lighting.h>
#include <msp/gl/mesh.h>
#include <msp/gl/object.h>
-#include <msp/gl/pipeline.h>
+#include <msp/gl/sequence.h>
#include <msp/gl/renderer.h>
#include <msp/gl/resources.h>
#include <msp/gl/simplescene.h>
Input::Mouse mouse;
Resources resources;
GL::WindowView view;
- GL::Pipeline pipeline;
+ GL::Sequence sequence;
GL::Renderable *renderable;
GL::AnimatedObject *anim_object;
GL::AnimationPlayer *anim_player;
gl_ctx(window, opts.gl_opts),
mouse(window),
view(window, gl_ctx),
- pipeline(view),
+ sequence(view),
renderable(0),
anim_object(0),
anim_player(0),
camera.set_up_direction(GL::Vector3(0, 0, 1));
update_camera();
- GL::Pipeline::Pass &pass = pipeline.add_pass(0, *renderable);
- pass.set_lighting(&lighting);
- pass.set_depth_test(&GL::DepthTest::lequal());
- pass.set_blend(&GL::Blend::alpha());
+ GL::Sequence::Step &step = sequence.add_step(0, *renderable);
+ step.set_lighting(&lighting);
+ step.set_depth_test(&GL::DepthTest::lequal());
+ step.set_blend(&GL::Blend::alpha());
- view.set_content(&pipeline);
+ view.set_content(&sequence);
view.set_camera(&camera);
}