namespace Msp {
namespace GL {
-Tag Sequence::noclear_tag = "noclear";
+const Tag Sequence::noclear_tag = "noclear";
Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
width(w),
Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
{
- steps.push_back(Step(tag, &r));
+ steps.emplace_back(tag, &r);
return steps.back();
}
throw invalid_operation("Sequence::render");
const FrameFormat &format = target_fbo->get_format();
- ClearValue clear_values[7];
+ ClearValue clear_values[FrameFormat::MAX_ATTACHMENTS];
unsigned i = 0;
Color default_color = (clear_colors.empty() ? Color(0.0f, 0.0f, 0.0f, 0.0f) : clear_colors.front());
ClearValue *cv = clear_values;
renderer.add_shader_data(lighting->get_shader_data());
if(const Renderable *renderable = s.get_renderable())
- renderer.render(*renderable, s.get_tag());
+ renderable->render(renderer, s.get_tag());
}
if(target[0])
{
+ RenderTarget *source = target[0];
if(target_ms)
- renderer.resolve_multisample(target[0]->get_framebuffer());
+ {
+ renderer.resolve_multisample();
+ source = target_ms;
+ }
renderer.set_depth_test(0);
renderer.set_stencil_test(0);
for(unsigned i=0; i<postproc.size(); ++i)
{
- unsigned j = i%2;
- renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
- const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
- const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
+ unsigned j = 1-i%2;
+ renderer.set_framebuffer(i+1<postproc.size() ? &target[j]->get_framebuffer() : out_fbo);
+ const Texture2D &color = source->get_target_texture(COLOR_ATTACHMENT);
+ const Texture2D &depth = source->get_target_texture(DEPTH_ATTACHMENT);
postproc[i]->render(renderer, color, depth);
+ source = target[j];
}
}
}