X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=0b53d63c6cb6871a58735668fcfca29418caa87f;hb=f17794d55923d4fb4f63e9d082d8d84a735a04e8;hp=0039dffd42500f8daadaaff85c1071df279d9564;hpb=a3c2f08ce3232dbd8923bbb37723f41803bdd757;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 0039dffd..0b53d63c 100644 --- a/source/object.h +++ b/source/object.h @@ -1,7 +1,7 @@ /* $Id$ This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions +Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ @@ -9,9 +9,9 @@ Distributed under the LGPL #define MSP_GL_OBJECT_H_ #include -#include -#include "objectpass.h" +#include "bindable.h" #include "renderable.h" +#include "renderpass.h" namespace Msp { namespace GL { @@ -19,60 +19,43 @@ namespace GL { class Material; class Mesh; class ObjectInstance; -class Program; -class ProgramData; +class Technique; class Texture; /** -Stores data for a complete 3D object. This includes a mesh, a shader and data -for it and a number of textures. Only the mesh is mandatory, other components -are optional. +Stores a Mesh together with a Technique to determine its appearance. -See also class ObjectInstance. +It is possible to use a single Object for rendering multiple identical or +similar objects. See class ObjectInstance. */ class Object: public Renderable { private: - std::vector meshes; - std::vector textures; - const Texture *main_texture; - std::map passes; - const Material *material; - ObjectPass *normal_pass; + std::vector meshes; + Technique *technique; + bool own_mesh:1; + bool own_technique:1; public: - class Loader: public DataFile::Loader + class Loader: public DataFile::CollectionObjectLoader { public: - typedef DataFile::Collection Collection; - - protected: - Object &obj; - Collection &coll; - private: - std::vector textures; - - public: + Loader(Object &); Loader(Object &, Collection &); + private: + void init(); - 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(); 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 &); + void technique(); }; Object(); ~Object(); - virtual bool has_pass(const Tag &) const; - const ObjectPass &get_pass(const Tag &) const; + const Technique *get_technique() const { return technique; } /** Renders the object. A tag can be provided to render a non-default pass. @@ -92,12 +75,20 @@ public: Each instance's hook functions will be called before and after drawing the mesh. */ - void render(const std::list &, const Tag &tag=Tag()) const; + template + void render(Iter begin, Iter end, const Tag &tag=Tag()) const + { + const RenderPass *pass=get_pass(tag); + if(!pass) + return; + + Bind bind(*pass); + for(Iter i=begin; i!=end; ++i) + render_instance(**i, tag); + } private: - 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; + const RenderPass *get_pass(const Tag &) const; + void render_instance(const ObjectInstance &, const Tag &) const; }; } // namespace GL