#include "rendering.h" CUtlVector g_StepPrepass; CUtlVector g_StepMeshRendering; CUtlVector g_StepShading; CUtlVector g_StepPostProcessing; CUtlVector g_StepUI; CRenderingStep::CRenderingStep() { } CRenderingStep::CRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { } CPrepassRenderingStep::CPrepassRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepPrepass.AppendTail({pfn(), szStepName}); } CMeshRenderingStep::CMeshRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepMeshRendering.AppendTail({pfn(), szStepName}); } CShadingRenderingStep::CShadingRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepShading.AppendTail({pfn(), szStepName}); } CPostProcessingRenderingStep::CPostProcessingRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepPostProcessing.AppendTail({pfn(), szStepName}); } CUIRenderingStep::CUIRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepUI.AppendTail({pfn(), szStepName}); }