#include "renderer.h"
#include "sequence.h"
#include "texture2d.h"
-#include "view.h"
using namespace std;
namespace Msp {
namespace GL {
-Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f)
+Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
+ width(w),
+ height(h),
+ target_format(f)
{
- init(w, h, f);
-}
-
-Sequence::Sequence(const View &view, const FrameFormat &f)
-{
- init(view.get_width(), view.get_height(), f);
-}
-
-Sequence::Sequence(const Framebuffer &fbo, const FrameFormat &f)
-{
- init(fbo.get_width(), fbo.get_height(), f);
-}
-
-void Sequence::init(unsigned w, unsigned h, const FrameFormat &f)
-{
- width = w;
- height = h;
- target_format = f;
-
if(!target_format.empty())
{
FrameFormat postproc_fmt = target_format;
Sequence::~Sequence()
{
- for(vector<PostProcStep>::iterator i=postproc.begin(); i!=postproc.end(); ++i)
- if(i->owned)
- delete i->postproc;
+ for(PostProcStep &p: postproc)
+ if(p.owned)
+ delete p.postproc;
delete target[0];
delete target[1];
delete target_ms;
void Sequence::setup_frame(Renderer &renderer)
{
- for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
- if(Renderable *renderable = i->get_renderable())
+ for(const Step &s: steps)
+ if(Renderable *renderable = s.get_renderable())
renderable->setup_frame(renderer);
}
void Sequence::finish_frame()
{
- for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
- if(Renderable *renderable = i->get_renderable())
+ for(const Step &s: steps)
+ if(Renderable *renderable = s.get_renderable())
renderable->finish_frame();
}
renderer.clear();
}
- for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
+ for(const Step &s: steps)
{
Renderer::Push _push2(renderer);
- renderer.set_depth_test(&i->get_depth_test());
- renderer.set_stencil_test(&i->get_stencil_test());
- renderer.set_blend(&i->get_blend());
+ renderer.set_depth_test(&s.get_depth_test());
+ renderer.set_stencil_test(&s.get_stencil_test());
+ renderer.set_blend(&s.get_blend());
- if (const Lighting *lighting = i->get_lighting())
+ if (const Lighting *lighting = s.get_lighting())
renderer.add_shader_data(lighting->get_shader_data());
- renderer.set_clipping(i->get_clipping());
+ renderer.set_clipping(s.get_clipping());
- if(const Renderable *renderable = i->get_renderable())
- renderer.render(*renderable, i->get_tag());
+ if(const Renderable *renderable = s.get_renderable())
+ renderer.render(*renderable, s.get_tag());
}
if(target[0])