X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=9c1ea7f7fbbf9533afab934b8d20d4df24263230;hb=e77c027ce8efb5dafd93bdd0f77504218a955665;hp=0039dffd42500f8daadaaff85c1071df279d9564;hpb=a3c2f08ce3232dbd8923bbb37723f41803bdd757;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 0039dffd..9c1ea7f7 100644 --- a/source/object.h +++ b/source/object.h @@ -19,26 +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; + const Technique *technique; std::vector textures; const Texture *main_texture; - std::map passes; const Material *material; - ObjectPass *normal_pass; public: class Loader: public DataFile::Loader @@ -49,8 +49,6 @@ public: protected: Object &obj; Collection &coll; - private: - std::vector textures; public: Loader(Object &, Collection &); @@ -62,17 +60,17 @@ public: 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(); + const Technique *get_technique() const { return technique; } + virtual bool has_pass(const Tag &) const; - const ObjectPass &get_pass(const Tag &) const; /** Renders the object. A tag can be provided to render a non-default pass. @@ -92,12 +90,20 @@ 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 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