#ifndef MSP_GL_SEQUENCE_H_
#define MSP_GL_SEQUENCE_H_
-#include <map>
-#include <set>
+#include <vector>
#include "blend.h"
#include "depthtest.h"
-#include "framebuffer.h"
+#include "frameformat.h"
#include "renderable.h"
-#include "rendertarget.h"
#include "stenciltest.h"
-#include "texture2d.h"
namespace Msp {
namespace GL {
-class Blend;
-class Camera;
class Clipping;
class Lighting;
class PostProcessor;
+class RenderTarget;
/**
Top-level content class. Typically a Sequence is used as the content
std::vector<Step> steps;
std::vector<PostProcStep> postproc;
- unsigned width;
- unsigned height;
+ unsigned width = 0;
+ unsigned height = 0;
FrameFormat target_format;
- RenderTarget *target[2];
- RenderTarget *target_ms;
+ RenderTarget *target[2] = { 0, 0 };
+ RenderTarget *target_ms = 0;
+ bool clear_enabled = false;
+ std::vector<Color> clear_colors;
+ float clear_depth = 1.0f;
+ int clear_stencil = 0;
public:
- Sequence(unsigned, unsigned, const FrameFormat & = FrameFormat());
+ Sequence() = default;
+ Sequence(unsigned, unsigned, const FrameFormat &);
~Sequence();
- const FrameFormat &get_target_format() { return target_format; }
-
unsigned get_width() const { return width; }
unsigned get_height() const { return height; }
+ const FrameFormat &get_target_format() { return target_format; }
+
+ void set_clear_enabled(bool);
+ void set_clear_colors(const std::vector<Color> &);
+ void set_clear_depth(float);
+ void set_clear_stencil(int);
/** Adds a step to the sequence. It's permissible to add the same
Renderable multiple times. */