X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=9c1ea7f7fbbf9533afab934b8d20d4df24263230;hb=be74989b0300adecc0062f701ff987cf79d1935a;hp=f0940652992692bfce462258cf0d4a72e58b48ec;hpb=4324df6e3d807d35e02e828320e436c509275520;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index f0940652..9c1ea7f7 100644 --- a/source/object.h +++ b/source/object.h @@ -19,25 +19,26 @@ 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 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. -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; - std::map passes; - Material *material; - ObjectPass *normal_pass; + std::vector meshes; + const Technique *technique; + std::vector textures; + const Texture *main_texture; + const Material *material; public: class Loader: public DataFile::Loader @@ -48,51 +49,61 @@ public: protected: Object &obj; Collection &coll; - private: - std::vector textures; 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 technique(const std::string &); void texture(const std::string &); }; Object(); ~Object(); - virtual bool has_pass(const std::string &) const; - const ObjectPass &get_pass(const std::string &) const; + const Technique *get_technique() const { return technique; } + + virtual bool has_pass(const Tag &) const; + + /** + Renders the object. A tag can be provided to render a non-default pass. + */ + virtual void render(const Tag &tag=Tag()) const; /** - Renders the object. If an ObjectInstance is provided, its hook functions - are called. + 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; - virtual void render(const ObjectInstance &) const; - virtual void render(const std::string &) const; - virtual void render(const std::string &, const ObjectInstance &) const; + virtual void render(const ObjectInstance &, 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 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; - void render(const std::string &, const std::list &) const; + template + void render(Iter begin, Iter end, const Tag &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: - 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 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; }; } // namespace GL