X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=0039dffd42500f8daadaaff85c1071df279d9564;hb=a3c2f08ce3232dbd8923bbb37723f41803bdd757;hp=7a40a40ba24bc71ff40af47c46af642a229e0249;hpb=85e83ace47e5a9a8ae7263886255dd81afc69278;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 7a40a40b..0039dffd 100644 --- a/source/object.h +++ b/source/object.h @@ -10,6 +10,8 @@ Distributed under the LGPL #include #include +#include "objectpass.h" +#include "renderable.h" namespace Msp { namespace GL { @@ -28,14 +30,15 @@ are optional. See also class ObjectInstance. */ -class Object +class Object: public Renderable { private: - Mesh *mesh; - std::vector textures; - Program *shprog; - ProgramData *shdata; - Material *material; + std::vector meshes; + std::vector textures; + const Texture *main_texture; + std::map passes; + const Material *material; + ObjectPass *normal_pass; public: class Loader: public DataFile::Loader @@ -51,35 +54,50 @@ public: public: Loader(Object &, Collection &); - ~Loader(); Object &get_object() const { return obj; } Collection &get_collection() const { return coll; } private: + virtual void finish(); + void lod_mesh(unsigned, const std::string &); + void material_inline(); + void mesh(const std::string &); + void pass(const std::string &); void shader(const std::string &); + void shader_texture(const std::string &); void texture(const std::string &); }; Object(); ~Object(); - Program *get_shader() const { return shprog; } + virtual bool has_pass(const Tag &) const; + const ObjectPass &get_pass(const Tag &) const; /** - Renders the object. If an ObjectInstance is provided, its hook functions - are called. + Renders the object. A tag can be provided to render a non-default pass. */ - void render(const ObjectInstance * =0) const; + virtual void render(const Tag &tag=Tag()) const; /** - Renders multiple instances of the object in one go. This may be a - performance improvement, as the object-specific render setup only has to be - done once. + 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. */ - void render(const std::list &) const; + 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. + */ + void render(const std::list &, const Tag &tag=Tag()) const; private: - void setup_render() const; - void finish_render() const; + void setup_render(const ObjectPass &) const; + void finish_render(const ObjectPass &) const; + void render(const ObjectPass &, const ObjectInstance *) const; + void render(const ObjectPass &, const std::list &) const; }; } // namespace GL