class Texture;
/**
-Stores a Mesh together with a Technique to determine its appearance.
+Combines a Mesh with a Technique to give it an appearance. The Technique will
+define which render passes the Object supports.
-It is possible to use a single Object for rendering multiple identical or
-similar objects. See class ObjectInstance.
+In many cases, it's desirable to include multiple copies of an Object in a
+Scene, with different model matrices. ObjectInstances can be used to alter the
+rendering of an object on a per-instance basis.
*/
class Object: public Renderable
{
-private:
- std::vector<RefPtr<const Mesh> > meshes;
- RefPtr<const Technique> technique;
-
public:
class Loader: public DataFile::CollectionObjectLoader<Object>
{
Loader(Object &, Collection &);
private:
void init();
+ virtual void finish();
- private:
void mesh_inline();
void mesh_inline_lod(unsigned);
void mesh(const std::string &);
void technique(const std::string &);
};
+private:
+ std::vector<RefPtr<const Mesh> > meshes;
+ RefPtr<const Technique> technique;
+ Geometry::BoundingSphere<float, 3> bounding_sphere;
+
+public:
Object();
+ Object(const Mesh *, const Technique *);
~Object();
void set_mesh(const Mesh *m) { set_mesh(0, m); }
void set_mesh(unsigned, const Mesh *);
+private:
+ void update_bounding_sphere();
+public:
const Mesh *get_mesh(unsigned = 0) const;
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 const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return &bounding_sphere; }
+
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.
- */
+ /** Renders an instance of the object. The instance's hook functions are
+ called before and after drawing the mesh. */
virtual void render(Renderer &, const ObjectInstance &, const Tag & = Tag()) const;
+protected:
+ virtual void setup_render(Renderer &, const Tag &) const { }
+ virtual void finish_render(Renderer &, const Tag &) const { }
+
private:
const RenderPass *get_pass(const Tag &) const;
};