X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=bff41bf108e3f153fb6383f8fd09eb8dc91ec3bc;hp=bf4a05249436f5453ec678a274431958597a61fb;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hpb=927a1aa0a3a27e463ec0efc08bd08e7c4e969909 diff --git a/source/object.h b/source/object.h index bf4a0524..bff41bf1 100644 --- a/source/object.h +++ b/source/object.h @@ -1,7 +1,7 @@ /* $Id$ This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions +Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ @@ -9,8 +9,9 @@ Distributed under the LGPL #define MSP_GL_OBJECT_H_ #include -#include "objectpass.h" +#include "bindable.h" #include "renderable.h" +#include "renderpass.h" namespace Msp { namespace GL { @@ -22,10 +23,7 @@ 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. +Stores a Mesh together with a Technique to determine its appearance. It is possible to use a single Object for rendering multiple identical or similar objects. See class ObjectInstance. @@ -33,26 +31,25 @@ 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; + std::vector meshes; + Technique *technique; + bool own_mesh:1; + bool own_technique:1; public: class Loader: public DataFile::CollectionObjectLoader { public: + Loader(Object &); Loader(Object &, Collection &); + private: + void init(); private: - virtual void finish(); void lod_mesh(unsigned, const std::string &); - void material_inline(); + void mesh(); void mesh(const std::string &); - void shader_texture(const std::string &); - void technique(const std::string &); - void texture(const std::string &); + void technique(); }; Object(); @@ -63,14 +60,14 @@ public: /** 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; /** 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(const ObjectInstance &, const Tag &tag = Tag()) const; /** Renders multiple instances of the object in one go. This may improve @@ -79,22 +76,18 @@ public: mesh. */ template - void render(Iter begin, Iter end, const Tag &tag=Tag()) const + void render(Iter begin, Iter end, const Tag &tag = Tag()) const { - if(!can_render(tag)) + const RenderPass *pass = get_pass(tag); + if(!pass) return; - const ObjectPass *pass=get_pass(tag); - setup_render(pass); + Bind bind(*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; + const RenderPass *get_pass(const Tag &) const; void render_instance(const ObjectInstance &, const Tag &) const; };