/
ModelNodeBase.h
60 lines (43 loc) · 1.58 KB
/
ModelNodeBase.h
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#pragma once
#include <vector>
#include "scene/Node.h"
#include "RenderableModelSurface.h"
namespace model
{
/**
* Common ModelNode implementation used by various model types,
* e.g. StaticModelNode and MD5ModelNode
*/
class ModelNodeBase :
public scene::Node
{
private:
// The renderable surfaces attached to the shaders
std::vector<RenderableModelSurface::Ptr> _renderableSurfaces;
bool _attachedToShaders;
ShaderPtr _inactiveShader;
protected:
ModelNodeBase();
public:
scene::INode::Type getNodeType() const override;
void onPreRender(const VolumeTest& volume) override;
void renderHighlights(IRenderableCollector& collector, const VolumeTest& volume) override;
std::size_t getHighlightFlags() override;
void onInsertIntoScene(scene::IMapRootNode& root) override;
void onRemoveFromScene(scene::IMapRootNode& root) override;
void transformChangedLocal() override;
void onFiltersChanged() override;
void setRenderSystem(const RenderSystemPtr& renderSystem) override;
protected:
// To be implemented by subclasses, this should populate the _renderableSurfaces collection
virtual void createRenderableSurfaces() = 0;
void emplaceRenderableSurface(RenderableModelSurface::Ptr&& surface);
// Detaches all surfaces from their shaders and clears the _renderableSurfaces collection
virtual void destroyRenderableSurfaces();
void onVisibilityChanged(bool isVisibleNow) override;
void onRenderStateChanged() override;
void attachToShaders();
void detachFromShaders();
void queueRenderableUpdate();
};
}