#include "renderer.h"
#include "tests.h"
#include "texture2d.h"
+#include "view.h"
using namespace std;
namespace Msp {
namespace GL {
-Pipeline::Pipeline(unsigned w, unsigned h, bool d):
- camera(0),
- width(w),
- height(h),
- hdr(d),
- samples(0),
- target_ms(0)
+Pipeline::Pipeline(unsigned w, unsigned h, bool d)
{
+ init(w, h);
+ hdr = d;
+}
+
+Pipeline::Pipeline(const View &view)
+{
+ init(view.get_width(), view.get_height());
+}
+
+void Pipeline::init(unsigned w, unsigned h)
+{
+ camera = 0;
+ width = w;
+ height = h;
+ hdr = false;
+ samples = 0;
+ target_ms = 0;
target[0] = 0;
target[1] = 0;
}
class DepthTest;
class Lighting;
class PostProcessor;
+class View;
/**
Top-level content class. Typically a Pipeline is used as the content
public:
Pipeline(unsigned, unsigned, bool = false);
+ Pipeline(const View &);
+private:
+ void init(unsigned, unsigned);
+public:
~Pipeline();
/* Sets high dynamic range mode. Requires floating-point texture support.