/* $Id$
This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
+Copyright © 2007-2008, 2010-2011 Mikko Rasa, Mikkosoft Productions
Distributed under the LGPL
*/
#define MSP_GL_OBJECT_H_
#include <vector>
-#include <msp/datafile/collection.h>
-#include "objectpass.h"
+#include "bindable.h"
#include "renderable.h"
+#include "renderpass.h"
namespace Msp {
namespace GL {
class Material;
class Mesh;
class ObjectInstance;
-class Program;
-class ProgramData;
+class Technique;
class Texture;
/**
-Stores data for a complete 3D object. This includes a mesh, a shader and data
-for it and a number of textures. Only the mesh is mandatory, other components
-are optional.
+Stores a Mesh together with a Technique to determine its appearance.
-See also class ObjectInstance.
+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<Mesh *> meshes;
- std::vector<Texture *> textures;
- std::map<unsigned, ObjectPass> passes;
- Material *material;
- ObjectPass *normal_pass;
+ std::vector<RefPtr<const Mesh> > meshes;
+ RefPtr<const Technique> technique;
public:
- class Loader: public DataFile::Loader
+ class Loader: public DataFile::CollectionObjectLoader<Object>
{
public:
- typedef DataFile::Collection Collection;
-
- protected:
- Object &obj;
- Collection &coll;
- private:
- std::vector<std::string> textures;
-
- public:
+ Loader(Object &);
Loader(Object &, Collection &);
- ~Loader();
+ private:
+ void init();
- Object &get_object() const { return obj; }
- Collection &get_collection() const { return coll; }
private:
- void lod_mesh(unsigned, const std::string &);
- void material_inline();
+ void mesh_inline();
+ void mesh_inline_lod(unsigned);
void mesh(const std::string &);
- void pass(const std::string &);
- void shader(const std::string &);
- void texture(const std::string &);
+ void mesh_lod(unsigned, const std::string &);
+ void technique_inline();
+ void technique(const std::string &);
};
Object();
~Object();
- virtual bool has_pass(const Tag &) const;
- const ObjectPass &get_pass(const Tag &) const;
+ 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;
+
+ virtual void render(Renderer &, const 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(Renderer &, const ObjectInstance &, const 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;
- void render(const ObjectPass &, const ObjectInstance *) const;
- void render(const ObjectPass &, const std::list<const ObjectInstance *> &) const;
+ const RenderPass *get_pass(const Tag &) const;
};
} // namespace GL