+++ /dev/null
-#ifndef MSP_GL_OBJECT_H_
-#define MSP_GL_OBJECT_H_
-
-#include <vector>
-#include "bindable.h"
-#include "renderable.h"
-#include "renderpass.h"
-#include "resourcewatcher.h"
-
-namespace Msp {
-namespace GL {
-
-class Material;
-class Mesh;
-class ObjectInstance;
-class Technique;
-class Texture;
-
-/**
-Combines a Mesh with a Technique to give it an appearance. The Technique will
-define which render passes the Object supports.
-
-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.
-
-Objects can have multiple levels of detail. The most detailed level has index
-0, with increasing indices having less detail. When rendering an instance, the
-instance's get_level_of_detail method is called to determine which LoD to use.
-*/
-class Object: public Renderable, private ResourceWatcher
-{
-private:
- struct LevelOfDetail;
-
- class LodLoader: public DataFile::CollectionObjectLoader<Object>
- {
- private:
- unsigned index;
- LevelOfDetail &lod;
-
- public:
- LodLoader(Object &, unsigned, Collection *);
-
- private:
- void mesh(const std::string &);
- void mesh_inline();
- void technique(const std::string &);
- void technique_inline();
- };
-
-public:
- class Loader: public LodLoader
- {
- public:
- Loader(Object &);
- Loader(Object &, Collection &);
- private:
- void init();
- virtual void finish();
-
- void bounding_sphere_hint(float, float, float, float);
- void level_of_detail(unsigned);
- };
-
-private:
- struct LevelOfDetail
- {
- RefPtr<const Mesh> mesh;
- RefPtr<const Technique> technique;
- };
-
- std::vector<LevelOfDetail> lods;
- Geometry::BoundingSphere<float, 3> bounding_sphere;
- bool lod0_watched;
-
-public:
- Object();
- Object(const Mesh *, const Technique *);
- ~Object();
-
-private:
- LevelOfDetail &get_lod(unsigned, const char *);
-
-public:
- /** Sets the mesh for the highest level of detail (index 0). */
- void set_mesh(const Mesh *m) { set_mesh(0, m); }
-
- /** Sets the mesh for a given level of detail. Previous LoDs must have been
- defined. */
- void set_mesh(unsigned, const Mesh *);
-
-private:
- void update_bounding_sphere();
-public:
- const Mesh *get_mesh(unsigned = 0) const;
-
- /** Sets the technique for the highest level of detail (index 0). */
- void set_technique(const Technique *t) { set_technique(0, t); }
-
- /** Sets the technique for a given level of detail. Previous LoDs must have
- been defined. */
- void set_technique(unsigned, const Technique *);
-
- const Technique *get_technique(unsigned = 0) const;
- unsigned get_n_lods() const { return lods.size(); }
-
- virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return &bounding_sphere; }
-
- virtual void render(Renderer &, const Tag & = Tag()) const;
-
- /** Renders an instance of the object. The instance's hook functions are
- 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 &, unsigned) const;
-
- virtual void resource_loaded(Resource &);
- virtual void resource_removed(Resource &);
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif