#include "RenderPipeline.hpp" void TSE::RenderPipeline::AddRenderStep(const RenderStep &step) { steps.push_back(step); } void TSE::RenderPipeline::AddRenderStepAt(const RenderStep &step, int n) { steps.insert(steps.begin() + n, step); } void TSE::RenderPipeline::SetRenderStepAt(const RenderStep &step, int n) { steps[n] = step; } void TSE::RenderPipeline::RemoveRenderStepAt(int n) { auto i = steps.begin() += n; steps.erase(i); } int TSE::RenderPipeline::GetRenderStepCount() { return steps.size(); } const TSE::RenderStep &TSE::RenderPipeline::GetRenderStepAt(int n) { return steps[n]; } TSE::RenderPipeline* TSE::RenderPipeline::CreateEmpty() { RenderPipeline* res = new RenderPipeline(); RenderStep step; res->AddRenderStep(step); return res; }