#include <vector>
#include <msp/datafile/collection.h>
#include "objectpass.h"
+#include "renderable.h"
namespace Msp {
namespace GL {
See also class ObjectInstance.
*/
-class Object
+class Object: public Renderable
{
private:
std::vector<Mesh *> meshes;
std::vector<Texture *> textures;
- std::map<std::string, ObjectPass> passes;
+ std::map<unsigned, ObjectPass> passes;
Material *material;
ObjectPass *normal_pass;
Object();
~Object();
- bool has_pass(const std::string &) const;
- const ObjectPass &get_pass(const std::string &) const;
+ virtual bool has_pass(const Tag &) const;
+ const ObjectPass &get_pass(const Tag &) const;
/**
- Renders the object. If an ObjectInstance is provided, its hook functions
- are called.
+ Renders the object. A tag can be provided to render a non-default pass.
*/
- void render(const ObjectInstance * =0) const;
- void render(const std::string &, const ObjectInstance *) const;
+ virtual void render(const Tag &tag=Tag()) const;
/**
- Renders multiple instances of the object in one go. This may be a
- performance improvement, as the object-specific render setup only has to be
- done once.
+ Renders the object with an instance. The instance's hook functions are
+ called before and after drawing the mesh. A tag may also be given to render
+ a non-default pass.
*/
- void render(const std::list<const ObjectInstance *> &) const;
- void render(const std::string &, const std::list<const ObjectInstance *> &) const;
+ virtual void render(const ObjectInstance &, const Tag &tag=Tag()) const;
+
+ /**
+ Renders multiple instances of the object in one go. This may improve
+ performance, as the object-specific render setup only has to be done once.
+ Each instance's hook functions will be called before and after drawing the
+ mesh.
+ */
+ void render(const std::list<const ObjectInstance *> &, const Tag &tag=Tag()) const;
private:
void setup_render(const ObjectPass &) const;
void finish_render(const ObjectPass &) const;