]> git.tdb.fi Git - libs/gl.git/blobdiff - source/object.cpp
Make RenderPass easier to use
[libs/gl.git] / source / object.cpp
index 964099e51e4022c09335c16b7ca023d491de7c26..6bc872a198553eb38aa65ae67052b32ace758597 100644 (file)
@@ -25,14 +25,14 @@ Object::Object(const Mesh *m, const Technique *t)
        set_technique(t);
 }
 
+// Avoid synthesizing ~RefPtr in files including object.h
 Object::~Object()
-{
-}
+{ }
 
 void Object::set_mesh(unsigned i, const Mesh *m)
 {
        if(i>meshes.size())
-               throw invalid_argument("Object::set_mesh");
+               throw out_of_range("Object::set_mesh");
 
        if(i==meshes.size())
                meshes.push_back(m);
@@ -77,11 +77,11 @@ void Object::render(Renderer &renderer, const Tag &tag) const
                return;
 
        Renderer::Push push(renderer);
-       renderer.set_shader_program(pass->get_shader_program(), pass->get_shader_data());
-       renderer.set_material(pass->get_material());
-       renderer.set_texturing(pass->get_texturing());
+       pass->apply(renderer);
 
+       setup_render(renderer, tag);
        meshes.front()->draw(renderer);
+       finish_render(renderer, tag);
 }
 
 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
@@ -91,14 +91,14 @@ void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &t
                return;
 
        Renderer::Push push(renderer);
-       renderer.set_shader_program(pass->get_shader_program(), pass->get_shader_data());
-       renderer.set_material(pass->get_material());
-       renderer.set_texturing(pass->get_texturing());
+       pass->apply(renderer);
 
+       setup_render(renderer, tag);
        inst.setup_render(renderer, tag);
        unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
        meshes[lod]->draw(renderer);
        inst.finish_render(renderer, tag);
+       finish_render(renderer, tag);
 }
 
 const RenderPass *Object::get_pass(const Tag &tag) const
@@ -144,7 +144,7 @@ void Object::Loader::mesh_inline()
 void Object::Loader::mesh_inline_lod(unsigned l)
 {
        if(l>obj.meshes.size())
-               throw invalid_argument("Object::Loader::mesh_inline_lod");
+               throw out_of_range("Object::Loader::mesh_inline_lod");
 
        RefPtr<Mesh> msh = new Mesh;
        load_sub(*msh);