#include <msp/core/maputils.h>
#include <msp/datafile/collection.h>
+#include <msp/strings/format.h>
#include "ambientocclusion.h"
#include "blend.h"
#include "bloom.h"
alpha(false),
required_multisample(0),
max_multisample(0),
- clear_enabled(false)
+ clear_enabled(false),
+ clear_depth(1.0f),
+ clear_stencil(0)
{ }
SequenceTemplate::~SequenceTemplate()
void SequenceTemplate::Loader::clear()
{
+ ClearLoader ldr(obj);
+ load_sub_with(ldr);
obj.clear_enabled = true;
}
Step stp;
stp.tag = tag;
stp.slot_name = rend;
- if(coll)
- {
- Step::Loader ldr(stp, *coll);
- ldr.set_inline_base_name(format("%s/%d.step", get_source(), obj.steps.size()));
- load_sub_with(ldr);
- }
- else
- load_sub(stp);
+ Step::Loader ldr(stp, *coll);
+ ldr.set_inline_base_name(format("%s/%d.step", get_source(), obj.steps.size()));
+ load_sub_with(ldr);
obj.steps.push_back(stp);
}
-SequenceTemplate::Step::Loader::Loader(Step &p):
- DataFile::CollectionObjectLoader<Step>(p, 0)
+SequenceTemplate::ClearLoader::ClearLoader(SequenceTemplate &t):
+ ObjectLoader<SequenceTemplate>(t)
{
- init();
+ add("color", &ClearLoader::color);
+ add("depth", &ClearLoader::depth);
+ add("stencil", &ClearLoader::stencil);
}
-SequenceTemplate::Step::Loader::Loader(Step &p, Collection &c):
- DataFile::CollectionObjectLoader<Step>(p, &c)
+void SequenceTemplate::ClearLoader::color(float r, float g, float b, float a)
{
- init();
+ obj.clear_colors.push_back(Color(r, g, b, a));
}
-void SequenceTemplate::Step::Loader::init()
+void SequenceTemplate::ClearLoader::depth(float d)
+{
+ obj.clear_depth = d;
+}
+
+void SequenceTemplate::ClearLoader::stencil(int s)
+{
+ obj.clear_stencil = s;
+}
+
+
+SequenceTemplate::Step::Loader::Loader(Step &p, Collection &c):
+ DataFile::CollectionObjectLoader<Step>(p, &c)
{
add("blend", &Loader::blend);
add("blend", &Loader::blend_factors);
void SequenceTemplate::Step::Loader::lighting_inline()
{
RefPtr<Lighting> lightn = new Lighting;
- load_sub(*lightn);
+ load_sub(*lightn, get_collection());
get_collection().add(inline_base_name+".lightn", lightn.get());
obj.lighting = lightn.release();
}