X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=4655695b355583d40598a7186eeab915c497d016;hb=2f09d68a0844d2838d116d93d3ecc69723b52f16;hp=9c1ea7f7fbbf9533afab934b8d20d4df24263230;hpb=be74989b0300adecc0062f701ff987cf79d1935a;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 9c1ea7f7..4655695b 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 { @@ -23,10 +23,7 @@ class Technique; class Texture; /** -Stores data for a complete 3D object. An Object must always have a Mesh, and -may also have a Technique to determine its appearance. Textures and material -specified by the Technique may be overridden. Simple textured objects are also -possible without a Technique. +Stores a Mesh together with a Technique to determine its appearance. It is possible to use a single Object for rendering multiple identical or similar objects. See class ObjectInstance. @@ -34,55 +31,46 @@ similar objects. See class ObjectInstance. class Object: public Renderable { private: - std::vector meshes; - const Technique *technique; - std::vector textures; - const Texture *main_texture; - const Material *material; + std::vector > meshes; + RefPtr technique; public: - class Loader: public DataFile::Loader + class Loader: public DataFile::CollectionObjectLoader { public: - typedef DataFile::Collection Collection; - - protected: - Object &obj; - Collection &coll; - - 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(unsigned); void mesh(const std::string &); - void shader_texture(const std::string &); + void mesh(unsigned, const std::string &); + void technique(); void technique(const std::string &); - void texture(const std::string &); }; Object(); ~Object(); - const Technique *get_technique() const { return technique; } - - virtual bool has_pass(const Tag &) const; + void set_mesh(const Mesh *m) { set_mesh(0, m); } + void set_mesh(unsigned, const Mesh *); + 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(const Tag &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; + virtual void render(const ObjectInstance &, const Tag &tag = Tag()) const; /** Renders multiple instances of the object in one go. This may improve @@ -91,18 +79,18 @@ public: mesh. */ template - void render(Iter begin, Iter end, const Tag &tag=Tag()) const + void render(Iter begin, Iter end, const Tag &tag = Tag()) const { - const ObjectPass *pass=get_pass(tag); - setup_render(pass); + const RenderPass *pass = get_pass(tag); + if(!pass) + return; + + Bind bind(pass); for(Iter i=begin; i!=end; ++i) render_instance(**i, tag); - finish_render(pass); } private: - const ObjectPass *get_pass(const Tag &) const; - void setup_render(const ObjectPass *) const; - void finish_render(const ObjectPass *) const; + const RenderPass *get_pass(const Tag &) const; void render_instance(const ObjectInstance &, const Tag &) const; };