5 #include "generic/managed.h"
6 #include "generic/identifiable.h"
7 #include "generic/property.h"
8 #include "nodes/stage_node.h"
9 #include "generic/manual_object.h"
11 #include "interfaces/nameable.h"
17 class RenderableStore;
26 const std::string& name,
34 TexturePtr target()
const;
35 uint32_t clear_flags()
const;
37 int32_t priority()
const;
42 bool is_active()
const {
return is_active_; }
54 PipelinePtr set_clear_flags(uint32_t viewport_clear_flags) {
55 clear_mask_ = viewport_clear_flags;
66 DetailLevel detail_level_at_distance(
float dist)
const;
73 std::string name()
const {
81 return stage_ && camera_;
92 int32_t priority_ = 0;
99 uint32_t clear_mask_ = 0;
100 bool is_active_ =
false;
103 float detail_level_end_distances_[DETAIL_LEVEL_MAX];
108 Property<decltype(&Pipeline::viewport_)> viewport = {
this, &Pipeline::viewport_ };