CelestiaContent/src/celengine/modelgeometry.h

70 lines
1.8 KiB
C++

// modelgeometry.h
//
// Copyright (C) 2010, Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#ifndef _CELENGINE_MODEL_GEOMETRY_H_
#define _CELENGINE_MODEL_GEOMETRY_H_
#include "geometry.h"
#include <celmodel/model.h>
#include <celutil/resmanager.h>
#include <memory>
class CelestiaTextureResource : public cmod::Material::TextureResource
{
public:
CelestiaTextureResource(ResourceHandle textureHandle) :
m_textureHandle(textureHandle)
{
}
ResourceHandle textureHandle() const
{
return m_textureHandle;
}
std::string source() const;
private:
ResourceHandle m_textureHandle;
};
class ModelOpenGLData;
class ModelGeometry : public Geometry
{
public:
ModelGeometry(std::unique_ptr<cmod::Model>&& model);
~ModelGeometry() = default;
/*! Find the closest intersection between the ray and the
* model. If the ray intersects the model, return true
* and set distance; otherwise return false and leave
* distance unmodified.
*/
virtual bool pick(const celmath::Ray3d& r, double& distance) const;
//! Render the model in the current OpenGL context
virtual void render(RenderContext&, double t = 0.0);
virtual bool usesTextureType(cmod::Material::TextureSemantic) const;
virtual bool isOpaque() const;
virtual bool isNormalized() const;
void loadTextures();
private:
std::unique_ptr<cmod::Model> m_model;
bool m_vbInitialized{ false };
std::unique_ptr<ModelOpenGLData> m_glData;
};
#endif // !_CELENGINE_MODEL_H_