X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=48e3045930559fd354af6d868a935100a2fab09d;hp=c8e372601077c1b1e9c43dd82a221b53b1a904a7;hb=HEAD;hpb=3d8438922e24b787587d0c8f1883c5567a4af573 diff --git a/source/object.h b/source/object.h deleted file mode 100644 index c8e37260..00000000 --- a/source/object.h +++ /dev/null @@ -1,130 +0,0 @@ -#ifndef MSP_GL_OBJECT_H_ -#define MSP_GL_OBJECT_H_ - -#include -#include "bindable.h" -#include "renderable.h" -#include "renderpass.h" -#include "resourceobserver.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 ResourceObserver -{ -private: - struct LevelOfDetail; - - class LodLoader: public DataFile::CollectionObjectLoader - { - 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 mesh; - RefPtr technique; - }; - - std::vector lods; - Geometry::BoundingSphere 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 *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