#include <vector>
#include <msp/datafile/collection.h>
+#include "objectpass.h"
namespace Msp {
namespace GL {
class Object
{
private:
- Mesh *mesh;
+ std::vector<Mesh *> meshes;
std::vector<Texture *> textures;
- Program *shprog;
- ProgramData *shdata;
+ std::map<std::string, ObjectPass> passes;
Material *material;
+ ObjectPass *normal_pass;
public:
class Loader: public DataFile::Loader
Object &get_object() const { return obj; }
Collection &get_collection() const { return coll; }
private:
+ 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 texture(const std::string &);
};
Object();
~Object();
- Program *get_shader() const { return shprog; }
+ bool has_pass(const std::string &) const;
+ const ObjectPass &get_pass(const std::string &) const;
/**
Renders the object. If an ObjectInstance is provided, its hook functions
are called.
*/
void render(const ObjectInstance * =0) const;
+ void render(const std::string &, const ObjectInstance *) const;
/**
Renders multiple instances of the object in one go. This may be a
done once.
*/
void render(const std::list<const ObjectInstance *> &) const;
+ void render(const std::string &, const std::list<const ObjectInstance *> &) const;
private:
- void setup_render() const;
- void finish_render() const;
+ 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 ObjectInstance *> &) const;
};
} // namespace GL