X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.h;h=f432177e7ebfd7cb221491d58ce35543af66f989;hb=e2765175f4a083623c1a9549695140ca902ce0b2;hp=8a707665c8871132e4c555f8a9fc88b5108a10c6;hpb=904de4f7fd994886adbd3a6c03bc1b7c14ebc562;p=libs%2Fgl.git diff --git a/source/object.h b/source/object.h index 8a707665..f432177e 100644 --- a/source/object.h +++ b/source/object.h @@ -5,6 +5,7 @@ #include "bindable.h" #include "renderable.h" #include "renderpass.h" +#include "resourcewatcher.h" namespace Msp { namespace GL { @@ -23,7 +24,7 @@ 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 +class Object: public Renderable, private ResourceWatcher { public: class Loader: public DataFile::CollectionObjectLoader @@ -33,8 +34,8 @@ public: Loader(Object &, Collection &); private: void init(); + virtual void finish(); - private: void mesh_inline(); void mesh_inline_lod(unsigned); void mesh(const std::string &); @@ -46,6 +47,7 @@ public: private: std::vector > meshes; RefPtr technique; + Geometry::BoundingSphere bounding_sphere; public: Object(); @@ -54,10 +56,15 @@ public: void set_mesh(const Mesh *m) { set_mesh(0, m); } void set_mesh(unsigned, const Mesh *); +private: + void update_bounding_sphere(); +public: const Mesh *get_mesh(unsigned = 0) const; void set_technique(const Technique *); const Technique *get_technique() const { return technique.get(); } + virtual const Geometry::BoundingSphere *get_bounding_sphere() const { return &bounding_sphere; } + virtual void render(const Tag &tag = Tag()) const; virtual void render(Renderer &, const Tag & = Tag()) const; @@ -66,8 +73,14 @@ public: called before and after drawing the mesh. */ virtual void render(Renderer &, const ObjectInstance &, const Tag & = Tag()) const; +protected: + virtual void setup_render(Renderer &, const Tag &) const { } + virtual void finish_render(Renderer &, const Tag &) const { } + private: const RenderPass *get_pass(const Tag &) const; + + virtual void resource_loaded(Resource &); }; } // namespace GL