class Pass
{
private:
+ Tag tag;
const Lighting *lighting;
const DepthTest *depth_test;
const Blend *blend;
public:
- Pass();
+ Pass(const Tag &);
+
+ const Tag &get_tag() const { return tag; }
void set_lighting(const Lighting *);
void set_depth_test(const DepthTest *);
Slot(const Renderable *);
};
- typedef std::map<Tag, Pass> PassMap;
+ typedef std::list<Pass> PassList;
- PassMap passes;
- std::vector<Tag> pass_order;
+ PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
std::vector<PostProcessor *> postproc;
void set_camera(const Camera *);
Pass &add_pass(const Tag &tag);
- Pass &get_pass(const Tag &tag);
- const Pass &get_pass(const Tag &tag) const;
void add_renderable(const Renderable &);
void add_renderable_for_pass(const Renderable &, const Tag &);
void remove_renderable(const Renderable &);
void add_postprocessor(PostProcessor &);
+ virtual void render(const Tag &tag = Tag()) const;
virtual void render(Renderer &, const Tag &tag = Tag()) const;
- void render_all() const;
private:
void create_fbos();