#define MSP_GL_OBJECT_H_
#include <vector>
-#include "bindable.h"
#include "renderable.h"
-#include "renderpass.h"
+#include "rendermethod.h"
#include "resourceobserver.h"
namespace Msp {
namespace GL {
-class Material;
class Mesh;
class ObjectInstance;
class Technique;
-class Texture;
/**
Combines a Mesh with a Technique to give it an appearance. The Technique will
LevelOfDetail &lod;
public:
- LodLoader(Object &, unsigned, Collection *);
+ LodLoader(Object &, unsigned, Collection &);
private:
void mesh(const std::string &);
class Loader: public LodLoader
{
public:
- Loader(Object &);
Loader(Object &, Collection &);
private:
- void init();
virtual void finish();
void bounding_sphere_hint(float, float, float, float);
private:
struct LevelOfDetail
{
- RefPtr<const Mesh> mesh;
- RefPtr<const Technique> technique;
+ const Mesh *mesh;
+ const Technique *technique;
};
std::vector<LevelOfDetail> lods;
Geometry::BoundingSphere<float, 3> bounding_sphere;
- bool lod0_watched;
+ bool lod0_watched = false;
- static Matrix identity_matrix;
+ static const Matrix identity_matrix;
public:
Object();
virtual void finish_render(Renderer &, Tag) const { }
private:
- const RenderPass *get_pass(Tag, unsigned) const;
+ const RenderMethod *get_method(Tag, unsigned) const;
virtual void resource_loaded(Resource &);
virtual void resource_removed(Resource &);