/** * quad this.engine.quad.draw( shader ); **/ class renderPipeline { constructor( viewport ) { this.viewport = viewport; this.renderPasses = []; } /** * set viewport * @param {(viewport)} viewport **/ setViewport( viewport ){ this.viewport = viewport; } /** * Add renderpass * @param {(renderpass)} renderpass **/ addRenderpass( renderPass, name ){ renderPass.setViewport( this.viewport ); if(name) { renderPass.name = name; } renderPass.prepare(); if(renderPass.isDefault) { renderPass.prepareDefault(); } this.renderPasses.push( renderPass ); } getRenderpass( name ){ for(var c = 0; c < this.renderPasses.length; c++) { var renderpass = this.renderPasses[c]; if(renderpass.name == name) { return renderpass; } } } getRenderPasses(){ return this.renderPasses; } } export {renderPipeline as default};