#define MSP_GL_OBJETCINSTANCE_H_
#include <string>
-#include "renderable.h"
+#include "object.h"
+#include "placeable.h"
namespace Msp {
namespace GL {
-class Object;
-class ProgramData;
-
/**
-Represents a single instance of an Object. An application can derive another
-class from this and overload the hook functions to specify location and other
-instance-specific parameters for the rendered objects.
+Represents a single instance of an Object. Thanks to being derived from
+Placeable in can be positioned without additional effort. Other instance
+parameters can be set by overriding the hook functions.
+
+ObjectInstances can benefit from being put in an InstanceScene, which will
+render all instances of the same object consecutively.
*/
-class ObjectInstance: public Renderable
+class ObjectInstance: public PlacedRenderable
{
+public:
+ class Loader: public DataFile::ObjectLoader<ObjectInstance>
+ {
+ public:
+ Loader(ObjectInstance &);
+
+ private:
+ void transform();
+ };
+
protected:
const Object &object;
ObjectInstance(const Object &);
const Object &get_object() const { return object; }
- virtual long get_instance_key() const { return reinterpret_cast<long>(&object); }
+ virtual IntPtr get_instance_key() const { return reinterpret_cast<IntPtr>(&object); }
+
+ virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return object.get_bounding_sphere(); }
- virtual void render(const Tag &tag = Tag()) const;
virtual void render(Renderer &, const Tag & = Tag()) const;
/** Hook function, called from Object just before rendering the mesh.
Renderer state will have been pushed before this is called. */
- virtual void setup_render(Renderer &, const Tag &) const { }
+ virtual void setup_render(Renderer &, const Tag &) const;
/** Hook function, called from Object right after rendering the mesh. Since
Object takes care of pushing Renderer state, this rarely needs to do
anything. */
virtual void finish_render(Renderer &, const Tag &) const { }
- virtual unsigned get_level_of_detail() const { return 0; }
+ virtual unsigned get_level_of_detail(const Renderer &) const;
};
} // namespace GL