/* $Id$
This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
+Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions
Distributed under the LGPL
*/
#define MSP_GL_OBJECT_H_
#include <vector>
-#include "objectpass.h"
+#include "bindable.h"
#include "renderable.h"
+#include "renderpass.h"
namespace Msp {
namespace GL {
class Texture;
/**
-Stores data for a complete 3D object. An Object must always have a Mesh, and
-may also have a Technique to determine its appearance. Textures and material
-specified by the Technique may be overridden. Simple textured objects are also
-possible without a Technique.
+Stores a Mesh together with a Technique to determine its appearance.
It is possible to use a single Object for rendering multiple identical or
similar objects. See class ObjectInstance.
class Object: public Renderable
{
private:
- std::vector<const Mesh *> meshes;
- const Technique *technique;
- std::vector<const Texture *> textures;
- const Texture *main_texture;
- const Material *material;
+ std::vector<Mesh *> meshes;
+ Technique *technique;
+ bool own_mesh:1;
+ bool own_technique:1;
public:
class Loader: public DataFile::CollectionObjectLoader<Object>
{
public:
+ Loader(Object &);
Loader(Object &, Collection &);
+ private:
+ void init();
private:
- virtual void finish();
void lod_mesh(unsigned, const std::string &);
- void material_inline();
+ void mesh();
void mesh(const std::string &);
- void shader_texture(const std::string &);
- void technique(const std::string &);
- void texture(const std::string &);
+ void technique();
};
Object();
/**
Renders the object. A tag can be provided to render a non-default pass.
*/
- virtual void render(const Tag &tag=Tag()) const;
+ virtual void render(const Tag &tag = Tag()) const;
/**
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.
*/
- virtual void render(const ObjectInstance &, const Tag &tag=Tag()) const;
+ virtual void render(const ObjectInstance &, const Tag &tag = Tag()) const;
/**
Renders multiple instances of the object in one go. This may improve
mesh.
*/
template<typename Iter>
- void render(Iter begin, Iter end, const Tag &tag=Tag()) const
+ void render(Iter begin, Iter end, const Tag &tag = Tag()) const
{
- if(!can_render(tag))
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
return;
- const ObjectPass *pass=get_pass(tag);
- setup_render(pass);
+ Bind bind(pass);
for(Iter i=begin; i!=end; ++i)
render_instance(**i, tag);
- finish_render(pass);
}
private:
- bool can_render(const Tag &) const;
- const ObjectPass *get_pass(const Tag &) const;
- void setup_render(const ObjectPass *) const;
- void finish_render(const ObjectPass *) const;
+ const RenderPass *get_pass(const Tag &) const;
void render_instance(const ObjectInstance &, const Tag &) const;
};