1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
6 #include "objectinstance.h"
8 #include "programdata.h"
10 #include "resourcemanager.h"
11 #include "technique.h"
12 #include "texturing.h"
23 Object::Object(const Mesh *m, const Technique *t)
29 // Avoid synthesizing ~RefPtr in files including object.h
33 if(ResourceManager *rm = meshes[0]->get_manager())
34 rm->unwatch_resource(*meshes[0], *this);
37 void Object::set_mesh(unsigned i, const Mesh *m)
40 throw out_of_range("Object::set_mesh");
47 if(ResourceManager *rm = meshes[i]->get_manager())
48 rm->unwatch_resource(*meshes[i], *this);
54 if(ResourceManager *rm = m->get_manager())
55 rm->watch_resource(*m, *this);
57 update_bounding_sphere();
60 void Object::update_bounding_sphere()
62 vector<Vector3> points;
63 for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
65 const VertexArray &vertices = (*i)->get_vertices();
67 int offset = vertices.get_format().offset(VERTEX3);
71 offset = vertices.get_format().offset(VERTEX2);
77 unsigned n_vertices = vertices.size();
78 points.reserve(points.size()+n_vertices);
79 for(unsigned j=0; j<n_vertices; ++j)
81 const float *v = vertices[j];
82 points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
86 bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
89 const Mesh *Object::get_mesh(unsigned i) const
94 return meshes[i].get();
97 void Object::set_technique(const Technique *t)
103 void Object::render(const Tag &tag) const
105 const RenderPass *pass = get_pass(tag);
109 Bind bind_shader(pass->get_shader_program());
110 if(pass->get_shader_data())
111 pass->get_shader_data()->apply();
112 Bind bind_material(pass->get_material());
113 Bind bind_texturing(pass->get_texturing());
115 meshes.front()->draw();
118 void Object::render(Renderer &renderer, const Tag &tag) const
120 const RenderPass *pass = get_pass(tag);
124 Renderer::Push push(renderer);
125 pass->apply(renderer);
127 setup_render(renderer, tag);
128 meshes.front()->draw(renderer);
129 finish_render(renderer, tag);
132 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
134 const RenderPass *pass = get_pass(tag);
138 Renderer::Push push(renderer);
139 pass->apply(renderer);
141 setup_render(renderer, tag);
142 inst.setup_render(renderer, tag);
143 unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
144 meshes[lod]->draw(renderer);
145 inst.finish_render(renderer, tag);
146 finish_render(renderer, tag);
149 const RenderPass *Object::get_pass(const Tag &tag) const
152 throw logic_error("!technique");
153 if(!technique->has_pass(tag))
155 return &technique->get_pass(tag);
158 void Object::resource_loaded(Resource &res)
160 if(!meshes.empty() && &res==meshes.front().get() && bounding_sphere.is_empty())
161 update_bounding_sphere();
165 Object::Loader::Loader(Object &o):
166 DataFile::CollectionObjectLoader<Object>(o, 0)
171 Object::Loader::Loader(Object &o, Collection &c):
172 DataFile::CollectionObjectLoader<Object>(o, &c)
177 void Object::Loader::init()
179 add("mesh", &Loader::mesh_inline);
180 add("mesh", &Loader::mesh_inline_lod);
181 add("mesh", &Loader::mesh);
182 add("mesh", &Loader::mesh_lod);
183 add("technique", &Loader::technique_inline);
184 add("technique", &Loader::technique);
187 void Object::Loader::finish()
189 obj.update_bounding_sphere();
192 void Object::Loader::mesh_inline()
194 RefPtr<Mesh> msh = new Mesh;
196 obj.meshes.front() = msh;
199 void Object::Loader::mesh_inline_lod(unsigned l)
201 if(l>obj.meshes.size())
202 throw out_of_range("Object::Loader::mesh_inline_lod");
204 RefPtr<Mesh> msh = new Mesh;
206 if(l==obj.meshes.size())
207 obj.meshes.push_back(msh);
212 void Object::Loader::mesh(const std::string &n)
214 obj.set_mesh(&get_collection().get<Mesh>(n));
217 void Object::Loader::mesh_lod(unsigned l, const string &n)
219 obj.set_mesh(l, &get_collection().get<Mesh>(n));
222 void Object::Loader::technique_inline()
224 RefPtr<Technique> tech = new Technique;
226 load_sub(*tech, get_collection());
229 obj.technique = tech;
232 void Object::Loader::technique(const std::string &n)
234 obj.set_technique(&get_collection().get<Technique>(n));