Renderable &renderable;
std::set<Tag> enabled_passes;
-private:
- static WeakPtr<Sampler> linear_sampler;
-
protected:
Effect(Renderable &);
public:
virtual ~Effect() { }
- void enable_for_pass(const Tag &);
- void disable_for_pass(const Tag &);
+ void enable_for_pass(Tag);
+ void disable_for_pass(Tag);
virtual const Matrix *get_matrix() const { return renderable.get_matrix(); }
virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return renderable.get_bounding_sphere(); }
virtual void setup_frame(Renderer &r) { renderable.setup_frame(r); }
virtual void finish_frame() { renderable.finish_frame(); }
-protected:
- static RefPtr<Sampler> get_linear_sampler();
+ virtual void set_debug_name(const std::string &) = 0;
};
} // namespace GL