#include <msp/core/maputils.h>
#include "blend.h"
#include "camera.h"
-#include "effect.h"
#include "framebuffer.h"
#include "lighting.h"
#include "pipeline.h"
}
}
-void Pipeline::add_effect(Effect &e)
-{
- effects.push_back(&e);
-}
-
void Pipeline::add_postprocessor(PostProcessor &pp)
{
postproc.push_back(&pp);
Bind bind_blend(pass.blend);
Bind bind_lighting(pass.lighting);
- for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
- (*i)->prepare();
-
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
if(i->passes.empty() || i->passes.count(tag))
i->renderable->render(renderer, tag);
-
- for(vector<Effect *>::const_iterator i=pass.effects.end(); i!=pass.effects.begin();)
- (*--i)->cleanup();
}
void Pipeline::render_all() const
f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
- for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
- (*i)->prepare();
-
Renderer renderer(camera);
for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
render(renderer, *i);
- for(vector<Effect *>::const_iterator i=effects.end(); i!=effects.begin();)
- (*--i)->cleanup();
-
if(fbo)
{
if(fbo_ms)