X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=48e3045930559fd354af6d868a935100a2fab09d;hp=bf4a05249436f5453ec678a274431958597a61fb;hb=HEAD;hpb=927a1aa0a3a27e463ec0efc08bd08e7c4e969909 diff --git a/source/object.h b/source/object.h deleted file mode 100644 index bf4a0524..00000000 --- a/source/object.h +++ /dev/null @@ -1,104 +0,0 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#ifndef MSP_GL_OBJECT_H_ -#define MSP_GL_OBJECT_H_ - -#include -#include "objectpass.h" -#include "renderable.h" - -namespace Msp { -namespace GL { - -class Material; -class Mesh; -class ObjectInstance; -class Technique; -class Texture; - -/** -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. - -It is possible to use a single Object for rendering multiple identical or -similar objects. See class ObjectInstance. -*/ -class Object: public Renderable -{ -private: - std::vector meshes; - const Technique *technique; - std::vector textures; - const Texture *main_texture; - const Material *material; - -public: - class Loader: public DataFile::CollectionObjectLoader - { - public: - Loader(Object &, Collection &); - - private: - 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(); - - const Technique *get_technique() const { return technique; } - - /** - Renders the object. A tag can be provided to render a non-default pass. - */ - virtual void render(const Tag &tag=Tag()) const; - - /** - 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. - */ - 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: - 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 -} // namespace Msp - -#endif