camera = c;
}
-PipelinePass &Pipeline::add_pass(const Tag &tag)
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
{
- PipelinePass &pass = insert_unique(passes, tag, PipelinePass())->second;
+ Pass &pass = insert_unique(passes, tag, Pass())->second;
pass_order.push_back(tag);
return pass;
}
-PipelinePass &Pipeline::get_pass(const Tag &tag)
+Pipeline::Pass &Pipeline::get_pass(const Tag &tag)
{
return get_item(passes, tag);
}
-const PipelinePass &Pipeline::get_pass(const Tag &tag) const
+const Pipeline::Pass &Pipeline::get_pass(const Tag &tag) const
{
return get_item(passes, tag);
}
void Pipeline::render(Renderer &renderer, const Tag &tag) const
{
- const PipelinePass &pass = get_pass(tag);
+ const Pass &pass = get_pass(tag);
- Bind bind_depth_test(pass.depth_test);
- Bind bind_blend(pass.blend);
- Bind bind_lighting(pass.lighting);
+ Bind bind_depth_test(pass.get_depth_test());
+ Bind bind_blend(pass.get_blend());
+ Bind bind_lighting(pass.get_lighting());
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
if(i->passes.empty() || i->passes.count(tag))
}
+Pipeline::Pass::Pass():
+ lighting(0),
+ depth_test(0),
+ blend(0)
+{ }
+
+void Pipeline::Pass::set_lighting(const Lighting *l)
+{
+ lighting = l;
+}
+
+void Pipeline::Pass::set_depth_test(const DepthTest *d)
+{
+ depth_test = d;
+}
+
+void Pipeline::Pass::set_blend(const Blend *b)
+{
+ blend = b;
+}
+
+
Pipeline::Slot::Slot(const Renderable *r):
renderable(r)
{ }