X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=bf4a05249436f5453ec678a274431958597a61fb;hb=927a1aa0a3a27e463ec0efc08bd08e7c4e969909;hp=7a40a40ba24bc71ff40af47c46af642a229e0249;hpb=85e83ace47e5a9a8ae7263886255dd81afc69278;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 7a40a40b..bf4a0524 100644 --- a/source/object.h +++ b/source/object.h @@ -9,7 +9,8 @@ Distributed under the LGPL #define MSP_GL_OBJECT_H_ #include -#include +#include "objectpass.h" +#include "renderable.h" namespace Msp { namespace GL { @@ -17,69 +18,84 @@ 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 +class Object: public Renderable { private: - Mesh *mesh; - std::vector textures; - Program *shprog; - ProgramData *shdata; - Material *material; + 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; - private: - std::vector textures; - public: Loader(Object &, Collection &); - ~Loader(); - Object &get_object() const { return obj; } - Collection &get_collection() const { return coll; } private: - void shader(const std::string &); + virtual void finish(); + void lod_mesh(unsigned, const std::string &); + void material_inline(); + void mesh(const std::string &); + void shader_texture(const std::string &); + void technique(const std::string &); void texture(const std::string &); }; Object(); ~Object(); - Program *get_shader() const { return shprog; } + const Technique *get_technique() const { return technique; } /** - Renders the object. If an ObjectInstance is provided, its hook functions - are called. + Renders the object. A tag can be provided to render a non-default pass. */ - void render(const ObjectInstance * =0) const; + virtual void render(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 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. */ - void render(const std::list &) const; + virtual void render(const ObjectInstance &, const Tag &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; + + 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; - void finish_render() const; + 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; }; } // namespace GL