--- /dev/null
+#ifndef MSP_GL_OBJECT_H_
+#define MSP_GL_OBJECT_H_
+
+#include <vector>
+#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<Object>
+ {
+ 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<const Mesh> mesh;
+ RefPtr<const Technique> technique;
+ };
+
+ std::vector<LevelOfDetail> lods;
+ Geometry::BoundingSphere<float, 3> bounding_sphere;
+ bool lod0_watched;
+
+ static Matrix identity_matrix;
+
+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 Matrix *get_matrix() const { return &identity_matrix; }
+ virtual const Geometry::BoundingSphere<float, 3> *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