-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_OBJECT_H_
#define MSP_GL_OBJECT_H_
#include <vector>
-#include <msp/datafile/collection.h>
-#include "objectpass.h"
+#include "bindable.h"
+#include "renderable.h"
+#include "renderpass.h"
+#include "resourcewatcher.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.
+Combines a Mesh with a Technique to give it an appearance. The Technique will
+define which render passes the Object supports.
-See also 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
+class Object: public Renderable, private ResourceWatcher
{
-private:
- std::vector<Mesh *> meshes;
- std::vector<Texture *> textures;
- std::map<std::string, ObjectPass> passes;
- Material *material;
- ObjectPass *normal_pass;
-
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();
-
- Object &get_object() const { return obj; }
- Collection &get_collection() const { return coll; }
private:
- void lod_mesh(unsigned, const std::string &);
- void material_inline();
+ void init();
+ virtual void finish();
+
+ 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 &);
};
+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();
- bool has_pass(const std::string &) const;
- const ObjectPass &get_pass(const std::string &) const;
-
- /**
- Renders the object. If an ObjectInstance is provided, its hook functions
- are called.
- */
- void render(const ObjectInstance * =0) const;
- void render(const std::string &, const ObjectInstance *) 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.
- */
- void render(const std::list<const ObjectInstance *> &) const;
- void render(const std::string &, const std::list<const ObjectInstance *> &) const;
+ void set_mesh(const Mesh *m) { set_mesh(0, m); }
+ void set_mesh(unsigned, const Mesh *);
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;
+ 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(); }
+
+ 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 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;
+
+ virtual void resource_loaded(Resource &);
};
} // namespace GL