/* $Id$
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 "misc.h"
+#include "bindable.h"
#include "renderable.h"
#include "renderpass.h"
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_inline();
+ void mesh_inline_lod(unsigned);
void mesh(const std::string &);
- void technique();
+ void mesh_lod(unsigned, const std::string &);
+ void technique_inline();
+ 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;
+
+ 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.
- */
- template<typename Iter>
- void render(Iter begin, Iter end, const Tag &tag=Tag()) const
- {
- const RenderPass *pass=get_pass(tag);
- if(!pass)
- return;
-
- Bind bind(*pass);
- for(Iter i=begin; i!=end; ++i)
- render_instance(**i, tag);
- }
private:
const RenderPass *get_pass(const Tag &) const;
- void render_instance(const ObjectInstance &, const Tag &) const;
};
} // namespace GL