void Object::render(const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
- Bind bind(*pass);
+ Bind bind(pass);
meshes[0]->draw();
}
void Object::render(const ObjectInstance &inst, const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
- Bind bind(*pass);
+ Bind bind(pass);
render_instance(inst, tag);
meshes[0]->draw();
}
const RenderPass *Object::get_pass(const Tag &tag) const
{
- if(!technique->has_pass(tag))
+ if(!technique || !technique->has_pass(tag))
return 0;
return &technique->get_pass(tag);
}
void Object::render_instance(const ObjectInstance &inst, const Tag &tag) const
{
inst.setup_render(tag);
- unsigned lod=min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
meshes[lod]->draw();
inst.finish_render(tag);
}
void Object::Loader::init()
{
- allow_pointer_reload=false;
+ allow_pointer_reload = false;
add("lod_mesh", &Loader::lod_mesh);
add("mesh", static_cast<void (Loader::*)()>(&Loader::mesh));
void Object::Loader::lod_mesh(unsigned l, const string &n)
{
obj.meshes.resize(l+1, 0);
- obj.meshes[l]=get_collection().get<Mesh>(n);
+ obj.meshes[l] = get_collection().get<Mesh>(n);
}
void Object::Loader::mesh()
if(obj.meshes[0])
throw InvalidState("A mesh is already loaded");
- RefPtr<Mesh> msh=new Mesh;
+ RefPtr<Mesh> msh = new Mesh;
load_sub(*msh);
- obj.meshes[0]=msh.release();
- obj.own_mesh=true;
+ obj.meshes[0] = msh.release();
+ obj.own_mesh = true;
}
void Object::Loader::mesh(const std::string &n)
if(obj.meshes[0])
throw InvalidState("A mesh is already loaded");
- obj.meshes[0]=get_collection().get<Mesh>(n);
+ obj.meshes[0] = get_collection().get<Mesh>(n);
}
void Object::Loader::technique()
{
- RefPtr<Technique> tch=new Technique;
- load_sub(*tch, get_collection());
- obj.technique=tch.release();
- obj.own_technique=true;
+ RefPtr<Technique> tech = new Technique;
+ if(coll)
+ load_sub(*tech, get_collection());
+ else
+ load_sub(*tech);
+ obj.technique = tech.release();
+ obj.own_technique = true;
}
} // namespace GL