#define MSP_GL_RENDERABLE_H_
#include <string>
+#include <msp/geometry/boundingsphere.h>
#include "tag.h"
namespace Msp {
The render methods take a Tag to identify a render pass. It is most commonly
used together with Techniques and Pipelines to implement multipass rendering.
+
+The setup_frame and finish_frame methods provide a mechanism for performing
+once-per-frame operations. This is most useful for effects, which may need to
+do auxiliary rendering. With complex rendering hierarchies, these methods may
+be called multiple times for one frame, but it's guaranteed that no rendering
+will occur before a setup_frame call or after a finish_frame call.
*/
class Renderable
{
matrix exists. */
virtual const Matrix *get_matrix() const { return 0; }
- /** Renders the renderable without a renderer. This can be convenient in
+ /** Returns a bounding sphere that completely encloses the Renderable. The
+ bounding sphere is expressed in the renderable's coordinates. Null is
+ returned if the bounding sphere cannot be determined. */
+ virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return 0; }
+
+ /** Called when starting to render a new frame. */
+ virtual void setup_frame() const { }
+
+ /** Called when a complete frame has been rendered. */
+ virtual void finish_frame() const { }
+
+ /** Renders the Renderable without a renderer. This can be convenient in
some simple cases, but most renderables don't need to implement this
method. */
virtual void render(const Tag & = Tag()) const;
- /** Renders the renderable. Implementors should take care to return the
+ /** Renders the Renderable. Implementors should take care to return the
renderer to the state it was in, for example by using Renderer::Push. */
virtual void render(Renderer &, const Tag & = Tag()) const = 0;
};