#define MSP_GL_RENDERABLE_H_
#include <string>
+#include <msp/geometry/boundingsphere.h>
#include "tag.h"
namespace Msp {
class Renderer;
/**
-Base class for renderable objects. All Renderables must support rendering with
-a Renderer, and may optionally provide support for standalone rendering.
+Base class for renderable objects. Rendering is performed with the help of a
+Renderer object.
-The render methods take a Tag to identify a render pass. It is most commonly
-used together with Techniques and Pipelines to implement multipass rendering.
+The render method takes a Tag to identify a render pass. It can be used with
+a Technique to select alternative rendering methods, such as simplified shaders
+for a depth-only shadow pass.
The setup_frame and finish_frame methods provide a mechanism for performing
once-per-frame operations. This is most useful for effects, which may need to
virtual long get_instance_key() const { return 0; }
/** Returns the model matrix of the Renderable. Null is returned if no such
- matrix exists. */
+ matrix exists. The matrix should be in world space for some effects to work
+ correctly. */
virtual const Matrix *get_matrix() const { return 0; }
+ /** Returns a bounding sphere that completely encloses the Renderable. The
+ bounding sphere is expressed in the renderable's coordinates. Null is
+ returned if the bounding sphere cannot be determined. */
+ virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return 0; }
+
/** Called when starting to render a new frame. */
- virtual void setup_frame() const { }
+ virtual void setup_frame(Renderer &) { }
/** Called when a complete frame has been rendered. */
- virtual void finish_frame() const { }
-
- /** Renders the renderable without a renderer. This can be convenient in
- some simple cases, but most renderables don't need to implement this
- method. */
- virtual void render(const Tag & = Tag()) const;
+ virtual void finish_frame() { }
- /** Renders the renderable. Implementors should take care to return the
+ /** Renders the Renderable. Implementors should take care to return the
renderer to the state it was in, for example by using Renderer::Push. */
virtual void render(Renderer &, const Tag & = Tag()) const = 0;
};