#include "bindable.h"
#include "renderable.h"
#include "renderpass.h"
+#include "resourcewatcher.h"
namespace Msp {
namespace GL {
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
+class Object: public Renderable, private ResourceWatcher
{
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 &);
private:
std::vector<RefPtr<const Mesh> > meshes;
RefPtr<const Technique> technique;
+ Geometry::BoundingSphere<float, 3> bounding_sphere;
public:
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(); }
+ 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;
private:
const RenderPass *get_pass(const Tag &) const;
+
+ virtual void resource_loaded(Resource &);
};
} // namespace GL