X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Fobject.h;h=a574fb645ddd2b20fbbce4f9c32fffa0de8d57f9;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hp=2b5f4a850d8aa7b483fde3cf1eb932d4c9efc9e2;hpb=42ace9ac1350d3ae009bdd2fb335ac1e57d1b36b;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 2b5f4a85..a574fb64 100644 --- a/source/object.h +++ b/source/object.h @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_OBJECT_H_ #define MSP_GL_OBJECT_H_ @@ -31,10 +24,8 @@ similar objects. See class ObjectInstance. class Object: public Renderable { private: - std::vector meshes; - Technique *technique; - bool own_mesh:1; - bool own_technique:1; + std::vector > meshes; + RefPtr technique; public: class Loader: public DataFile::CollectionObjectLoader @@ -46,49 +37,39 @@ public: void init(); private: - void lod_mesh(unsigned, const std::string &); - void mesh(); + void mesh_inline(); + void mesh_inline_lod(unsigned); void mesh(const std::string &); - void technique(); + void mesh_lod(unsigned, const std::string &); + void technique_inline(); + void technique(const std::string &); }; Object(); ~Object(); - const Technique *get_technique() const { return technique; } + void set_mesh(const Mesh *m) { set_mesh(0, m); } + void set_mesh(unsigned, const Mesh *); + const Mesh *get_mesh(unsigned = 0) const; + void set_technique(const Technique *); + const Technique *get_technique() const { return technique.get(); } /** Renders the object. A tag can be provided to render a non-default pass. */ virtual void render(const Tag &tag = Tag()) const; + virtual void render(Renderer &, const Tag & = Tag()) const; + /** Renders the object with an instance. The instance's hook functions are called before and after drawing the mesh. A tag may also be given to render a non-default pass. */ - virtual void render(const ObjectInstance &, const Tag &tag = Tag()) const; - - /** - Renders multiple instances of the object in one go. This may improve - performance, as the object-specific render setup only has to be done once. - Each instance's hook functions will be called before and after drawing the - mesh. - */ - template - void render(Iter begin, Iter end, const Tag &tag = Tag()) const - { - const RenderPass *pass = get_pass(tag); - if(!pass) - return; + virtual void render(Renderer &, const ObjectInstance &, const Tag & = Tag()) const; - Bind bind(pass); - for(Iter i=begin; i!=end; ++i) - render_instance(**i, tag); - } private: const RenderPass *get_pass(const Tag &) const; - void render_instance(const ObjectInstance &, const Tag &) const; }; } // namespace GL