if scene.background_set:
content = resources[scene.name+".wrapper.scene"]
- ss = Statement("pass", "", "content")
+ ss = Statement("step", "", "content")
ss.sub.append(Statement("depth_test", Token("LEQUAL")))
ss.sub.append(seq_res.create_reference_statement("lighting", resources[scene.name+".lightn"]))
ss.sub.append(seq_res.create_reference_statement("scene", content))
hdr true;
-pass "" "content"
+step "" "content"
{
depth_test LEQUAL;
lighting "Desert.lightn";
#include "clipplane.h"
#include "deviceinfo.h"
#include "error.h"
-#include "matrix.h"
using namespace std;
namespace GL {
class ClipPlane;
-class Matrix;
class Clipping
{
-#ifndef MSP_GL_CLIP_H_
-#define MSP_GL_CLIP_H_
+#ifndef MSP_GL_CLIPPLANE_H_
+#define MSP_GL_CLIPPLANE_H_
#include "vector.h"
-#ifndef PIPELINESTATE_H_
-#define PIPELINESTATE_H_
+#ifndef MSP_GL_PIPELINESTATE_H_
+#define MSP_GL_PIPELINESTATE_H_
#include <vector>
#include <msp/core/noncopyable.h>
class Texture;
class UniformBlock;
class VertexSetup;
-class WindingTest;
class PipelineState: public NonCopyable
{
-#ifndef MSP_GL_SL_SPIRV
-#define MSP_GL_SL_SPIRV
+#ifndef MSP_GL_SL_SPIRV_H_
+#define MSP_GL_SL_SPIRV_H_
#include <map>
#include <string>
viewport(0),
scissor(0),
texture_count(0),
- lowest_effect_texunit(Limits::get_global().max_texture_bindings),
clipping(0),
shprog(0),
shdata_count(0),
class Sampler;
class Texture;
class VertexSetup;
-class WindingTest;
/**
A class for supervising the rendering process. While many Renderables (in
const Rect *viewport;
const Rect *scissor;
unsigned texture_count;
- unsigned lowest_effect_texunit;
const Clipping *clipping;
const Program *shprog;
unsigned shdata_count;
void Sequence::Step::set_clipping(const Clipping *c)
{
- clipping =c;
+ clipping = c;
}
} // namespace GL