class Object: public Renderable
{
private:
- std::vector<Mesh *> meshes;
- Technique *technique;
- bool own_mesh:1;
- bool own_technique:1;
+ std::vector<RefPtr<const Mesh> > meshes;
+ RefPtr<const Technique> technique;
public:
class Loader: public DataFile::CollectionObjectLoader<Object>
void init();
private:
- void lod_mesh(unsigned, const std::string &);
void mesh();
+ void mesh(unsigned);
void mesh(const std::string &);
+ void mesh(unsigned, const std::string &);
void technique();
+ void technique(const std::string &);
};
Object();
~Object();
- const Technique *get_technique() const { return technique; }
+ void set_mesh(const Mesh *m) { set_mesh(0, m); }
+ void set_mesh(unsigned, const Mesh *);
+ void set_technique(const Technique *);
+ const Technique *get_technique() const { return technique.get(); }
/**
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
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
- Bind bind(*pass);
+ Bind bind(pass);
for(Iter i=begin; i!=end; ++i)
render_instance(**i, tag);
}