X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=a574fb645ddd2b20fbbce4f9c32fffa0de8d57f9;hp=42541eaf28004807d1e088f32f1281c1788b7800;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hpb=b8b06a0ff96763ba7e188d9fcacbd8c0e3dcd515 diff --git a/source/object.h b/source/object.h index 42541eaf..a574fb64 100644 --- a/source/object.h +++ b/source/object.h @@ -1,17 +1,10 @@ -/* $Id$ - -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 -#include "objectpass.h" +#include "bindable.h" #include "renderable.h" +#include "renderpass.h" namespace Msp { namespace GL { @@ -19,97 +12,64 @@ namespace GL { class Material; class Mesh; class ObjectInstance; -class Program; -class ProgramData; +class Technique; class Texture; /** -Stores data for a complete 3D object. This includes a mesh, a shader and data -for it and a number of textures. Only the mesh is mandatory, other components -are optional. +Stores a Mesh together with a Technique to determine its appearance. -See also class ObjectInstance. +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; - std::vector textures; - const Texture *main_texture; - std::map passes; - const Material *material; - ObjectPass *normal_pass; + std::vector > meshes; + RefPtr technique; public: - class Loader: public DataFile::Loader + class Loader: public DataFile::CollectionObjectLoader { public: - typedef DataFile::Collection Collection; - - protected: - Object &obj; - Collection &coll; - private: - std::vector textures; - - public: + Loader(Object &); Loader(Object &, Collection &); + private: + void init(); - Object &get_object() const { return obj; } - Collection &get_collection() const { return coll; } private: - virtual void finish(); - void lod_mesh(unsigned, const std::string &); - void material_inline(); + void mesh_inline(); + void mesh_inline_lod(unsigned); void mesh(const std::string &); - void pass(const std::string &); - void shader(const std::string &); - void shader_texture(const std::string &); - void texture(const std::string &); + void mesh_lod(unsigned, const std::string &); + void technique_inline(); + void technique(const std::string &); }; Object(); ~Object(); - virtual bool has_pass(const Tag &) const; - const ObjectPass &get_pass(const Tag &) const; + void set_mesh(const Mesh *m) { set_mesh(0, m); } + void set_mesh(unsigned, const Mesh *); + const Mesh *get_mesh(unsigned = 0) const; + void set_technique(const Technique *); + const Technique *get_technique() const { return technique.get(); } /** Renders the object. A tag can be provided to render a non-default pass. */ - virtual void render(const Tag &tag=Tag()) const; + virtual void render(const Tag &tag = Tag()) const; + + virtual void render(Renderer &, const 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; + virtual void render(Renderer &, const ObjectInstance &, const 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 - { render(get_pass(tag), begin, end); } private: - void setup_render(const ObjectPass &) const; - void finish_render(const ObjectPass &) const; - void render(const ObjectPass &, const ObjectInstance *) const; - - template - void render(const ObjectPass &pass, Iter begin, Iter end) const - { - setup_render(pass); - for(Iter i=begin; i!=end; ++i) - render_instance(pass, **i); - finish_render(pass); - } - - void render_instance(const ObjectPass &, const ObjectInstance &) const; + const RenderPass *get_pass(const Tag &) const; }; } // namespace GL