#define MSP_GL_OBJECT_H_
#include <vector>
-#include <msp/datafile/collection.h>
+#include "misc.h"
#include "objectpass.h"
#include "renderable.h"
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<std::string, ObjectPass> passes;
- Material *material;
- ObjectPass *normal_pass;
+ std::vector<const Mesh *> meshes;
+ bool own_technique;
+ 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 &, Collection &);
- ~Loader();
- 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(const std::string &);
- void pass(const std::string &);
- void shader(const std::string &);
- void texture(const std::string &);
+ void technique();
};
Object();
~Object();
- virtual bool has_pass(const std::string &) const;
- const ObjectPass &get_pass(const std::string &) const;
+ const Technique *get_technique() const { return technique; }
/**
- Renders the object. If an ObjectInstance is provided, its hook functions
- are called.
+ Renders the object. A tag can be provided to render a non-default pass.
*/
- virtual void render() const;
- virtual void render(const ObjectInstance &) const;
- virtual void render(const std::string &) const;
- virtual void render(const std::string &, const ObjectInstance &) const;
+ virtual void render(const Tag &tag=Tag()) const;
/**
- Renders multiple instances of the object in one go. This may be a
- performance improvement, as the object-specific render setup only has to be
- done once.
+ 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.
*/
- void render(const std::list<const ObjectInstance *> &) const;
- void render(const std::string &, const std::list<const ObjectInstance *> &) const;
+ virtual void render(const ObjectInstance &, const Tag &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:
- 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;
+ void render_instance(const ObjectInstance &, const Tag &) const;
};
} // namespace GL