#define MSP_GL_RENDERABLE_H_
#include <string>
+#include <msp/core/inttypes.h>
#include <msp/geometry/boundingsphere.h>
#include "tag.h"
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
/** Returns a key used for grouping Renderables in an InstanceScene. The
returned value is treated as opaque. */
- virtual long get_instance_key() const { return 0; }
+ virtual IntPtr 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
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 { }
+ virtual void finish_frame() { }
/** Renders the Renderable. Implementors should take care to return the
renderer to the state it was in, for example by using Renderer::Push. */