X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=8a707665c8871132e4c555f8a9fc88b5108a10c6;hb=904de4f7fd994886adbd3a6c03bc1b7c14ebc562;hp=fff1e4cf281d770adf207fada79e156ca016b6e6;hpb=e759062876ee7fc81d1c2f40818d5bf97898d53d;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index fff1e4cf..8a707665 100644 --- a/source/object.h +++ b/source/object.h @@ -1,17 +1,10 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_OBJECT_H_ #define MSP_GL_OBJECT_H_ #include -#include -#include "objectpass.h" +#include "bindable.h" #include "renderable.h" +#include "renderpass.h" namespace Msp { namespace GL { @@ -23,89 +16,58 @@ 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. +Combines a Mesh with a Technique to give it an appearance. The Technique will +define which render passes the Object supports. -It is possible to use a single Object for rendering multiple identical or -similar objects. See class ObjectInstance. +In many cases, it's desirable to include multiple copies of an Object in a +Scene, with different model matrices. ObjectInstances can be used to alter the +rendering of an object on a per-instance basis. */ class Object: public Renderable { -private: - std::vector meshes; - const Technique *technique; - std::vector textures; - const Texture *main_texture; - const Material *material; - 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_inline(); + void mesh_inline_lod(unsigned); void mesh(const std::string &); - void shader_texture(const std::string &); + void mesh_lod(unsigned, const std::string &); + void technique_inline(); void technique(const std::string &); - void texture(const std::string &); }; +private: + std::vector > meshes; + RefPtr technique; + +public: Object(); + Object(const Mesh *, const Technique *); ~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(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(Renderer &, const 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 - { - if(!can_render(tag)) - return; + /** Renders an instance of the object. The instance's hook functions are + called before and after drawing the mesh. */ + virtual void render(Renderer &, const ObjectInstance &, const Tag & = Tag()) const; - const ObjectPass *pass=get_pass(tag); - setup_render(pass); - for(Iter i=begin; i!=end; ++i) - render_instance(**i, tag); - finish_render(pass); - } private: - bool can_render(const Tag &) const; - const ObjectPass *get_pass(const Tag &) const; - void setup_render(const ObjectPass *) const; - void finish_render(const ObjectPass *) const; - void render_instance(const ObjectInstance &, const Tag &) const; + const RenderPass *get_pass(const Tag &) const; }; } // namespace GL