-#include <msp/core/maputils.h>
-#include "blend.h"
+#include <msp/strings/format.h>
#include "error.h"
-#include "framebuffer.h"
#include "lighting.h"
#include "postprocessor.h"
#include "renderer.h"
+#include "rendertarget.h"
#include "sequence.h"
#include "texture2d.h"
namespace Msp {
namespace GL {
-Sequence::Sequence():
- width(0),
- height(0),
- target{0, 0},
- target_ms(0),
- clear_enabled(false),
- clear_depth(1.0f),
- clear_stencil(0)
-{ }
-
Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
width(w),
height(h),
- target_format(f),
- target_ms(0),
- clear_enabled(false),
- clear_depth(1.0f),
- clear_stencil(0)
+ target_format(f)
{
if(target_format.empty())
throw invalid_argument("Sequence::Sequence");
if (const Lighting *lighting = s.get_lighting())
renderer.add_shader_data(lighting->get_shader_data());
- renderer.set_clipping(s.get_clipping());
if(const Renderable *renderable = s.get_renderable())
renderer.render(*renderable, s.get_tag());
if(target[0])
{
if(target_ms)
- renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ renderer.resolve_multisample(target[0]->get_framebuffer());
renderer.set_depth_test(0);
renderer.set_stencil_test(0);
Sequence::Step::Step(Tag t, Renderable *r):
tag(t),
lighting(0),
- clipping(0),
renderable(r)
{ }
blend = b;
}
-void Sequence::Step::set_clipping(const Clipping *c)
-{
- clipping = c;
-}
-
} // namespace GL
} // namespace Msp