-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/strings/formatter.h>
-#include "except.h"
+#include <msp/datafile/collection.h>
+#include <msp/strings/format.h>
#include "material.h"
#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
-#include "objectpass.h"
#include "program.h"
#include "programdata.h"
-#include "texture.h"
-#include "texunit.h"
+#include "renderer.h"
+#include "technique.h"
+#include "texturing.h"
using namespace std;
namespace GL {
Object::Object():
- meshes(1, static_cast<Mesh *>(0)),
- material(0)
-{
- normal_pass=&passes[""];
-}
+ meshes(1)
+{ }
Object::~Object()
{
- for(map<string, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
- delete i->second.shdata;
}
-bool Object::has_pass(const string &pn) const
+void Object::set_mesh(unsigned i, const Mesh *m)
{
- return passes.count(pn);
-}
-
-const ObjectPass &Object::get_pass(const string &pn) const
-{
- map<string, ObjectPass>::const_iterator i=passes.find(pn);
- if(i==passes.end())
- throw KeyError("Unknown pass");
- return i->second;
-}
+ if(i>meshes.size())
+ throw invalid_argument("Object::set_mesh");
-void Object::render(const ObjectInstance *inst) const
-{
- render(*normal_pass, inst);
+ if(i==meshes.size())
+ meshes.push_back(m);
+ else
+ meshes[i] = m;
+ meshes[i].keep();
}
-void Object::render(const string &pn, const ObjectInstance *inst) const
+const Mesh *Object::get_mesh(unsigned i) const
{
- render(get_pass(pn), inst);
-}
+ if(i>=meshes.size())
+ return 0;
-void Object::render(const list<const ObjectInstance *> &insts) const
-{
- render(*normal_pass, insts);
+ return meshes[i].get();
}
-void Object::render(const string &pn, const list<const ObjectInstance *> &insts) const
+void Object::set_technique(const Technique *t)
{
- render(get_pass(pn), insts);
+ technique = t;
+ technique.keep();
}
-void Object::setup_render(const ObjectPass &pass) const
+void Object::render(const Tag &tag) const
{
- if(!meshes[0])
- throw InvalidState("Trying to render Object without mesh");
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
- if(pass.shprog)
- {
- pass.shprog->bind();
- pass.shdata->apply();
- for(unsigned i=0; i<textures.size(); ++i)
- {
- TexUnit::activate(i);
- textures[i]->bind();
- }
- }
- else if(!textures.empty())
- textures.front()->bind();
+ Bind bind_shader(pass->get_shader_program());
+ if(pass->get_shader_data())
+ pass->get_shader_data()->apply();
+ Bind bind_material(pass->get_material());
+ Bind bind_texturing(pass->get_texturing());
- if(material)
- material->apply();
+ meshes.front()->draw();
}
-void Object::finish_render(const ObjectPass &pass) const
+void Object::render(Renderer &renderer, const Tag &tag) const
{
- if(pass.shprog)
- Program::unbind();
- for(unsigned i=textures.size(); i--;)
- {
- TexUnit::activate(i);
- Texture::unbind();
- }
-}
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
-void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
-{
- setup_render(pass);
+ Renderer::Push push(renderer);
+ renderer.set_shader(pass->get_shader_program(), pass->get_shader_data());
+ renderer.set_material(pass->get_material());
+ renderer.set_texturing(pass->get_texturing());
- unsigned lod=0;
- if(inst)
- {
- inst->setup_render(pass);
- lod=min(inst->get_level_of_detail(), meshes.size()-1);
- }
+ meshes.front()->draw(renderer);
+}
- meshes[lod]->draw();
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
+{
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
- if(inst)
- inst->finish_render(pass);
+ Renderer::Push push(renderer);
+ renderer.set_shader(pass->get_shader_program(), pass->get_shader_data());
+ renderer.set_material(pass->get_material());
+ renderer.set_texturing(pass->get_texturing());
- finish_render(pass);
+ inst.setup_render(renderer, tag);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
+ meshes[lod]->draw(renderer);
+ inst.finish_render(renderer, tag);
}
-void Object::render(const ObjectPass &pass, const list<const ObjectInstance *> &insts) const
+const RenderPass *Object::get_pass(const Tag &tag) const
{
- setup_render(pass);
-
- for(list<const ObjectInstance *>::const_iterator i=insts.begin(); i!=insts.end(); ++i)
- {
- (*i)->setup_render(pass);
-
- unsigned lod=min((*i)->get_level_of_detail(), meshes.size()-1);
- meshes[lod]->draw();
+ if(!technique || !technique->has_pass(tag))
+ return 0;
+ return &technique->get_pass(tag);
+}
- (*i)->finish_render(pass);
- }
- finish_render(pass);
+Object::Loader::Loader(Object &o):
+ DataFile::CollectionObjectLoader<Object>(o, 0)
+{
+ init();
}
-
Object::Loader::Loader(Object &o, Collection &c):
- obj(o),
- coll(c)
+ DataFile::CollectionObjectLoader<Object>(o, &c)
{
- add("lod_mesh", &Loader::lod_mesh);
- add("material", &Object::material);
- add("material_inline", &Loader::material_inline);
- add("mesh", &Loader::mesh);
- add("pass", &Loader::pass);
- add("shader", &Loader::shader);
- add("texture", &Loader::texture);
+ init();
}
-Object::Loader::~Loader()
+void Object::Loader::init()
{
- for(map<string, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
- if(i->second.shdata)
- {
- for(unsigned j=0; j<textures.size(); ++j)
- i->second.shdata->uniform(i->second.shprog->get_uniform_location(textures[j]), static_cast<int>(j));
- }
+ add("mesh", &Loader::mesh_inline);
+ add("mesh", &Loader::mesh_inline_lod);
+ add("mesh", &Loader::mesh);
+ add("mesh", &Loader::mesh_lod);
+ add("technique", &Loader::technique_inline);
+ add("technique", &Loader::technique);
+
+ // Deprecated alias, will be removed
+ add("lod_mesh", &Loader::mesh_lod);
}
-void Object::Loader::lod_mesh(unsigned l, const string &n)
+void Object::Loader::mesh_inline()
{
- obj.meshes.resize(l+1, 0);
- obj.meshes[l]=&coll.get<Mesh>(n);
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ obj.meshes.front() = msh;
}
-void Object::Loader::material_inline()
+void Object::Loader::mesh_inline_lod(unsigned l)
{
- throw Exception("material_inline not supported yet");
- /*RefPtr<Material> mat=new Material;
- load_sub(*mat);
- coll.add(format("%p%p", &obj, mat.get()), mat.get());
- obj.material=mat.release();*/
+ if(l>obj.meshes.size())
+ throw invalid_argument("Object::Loader::mesh_inline_lod");
+
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ if(l==obj.meshes.size())
+ obj.meshes.push_back(msh);
+ else
+ obj.meshes[l] = msh;
}
-void Object::Loader::mesh(const string &n)
+void Object::Loader::mesh(const std::string &n)
{
- obj.meshes[0]=&coll.get<Mesh>(n);
+ obj.set_mesh(&get_collection().get<Mesh>(n));
}
-void Object::Loader::pass(const string &n)
+void Object::Loader::mesh_lod(unsigned l, const string &n)
{
- if(obj.passes.count(n))
- throw KeyError("Duplicate pass name");
- ObjectPass p;
- load_sub(p, coll);
- obj.passes[n]=p;
+ obj.set_mesh(l, &get_collection().get<Mesh>(n));
}
-void Object::Loader::shader(const string &n)
+void Object::Loader::technique_inline()
{
- Program *shprog=&coll.get<Program>(n);
- if(shprog) // Allow for unsupported shaders
- {
- RefPtr<ProgramData> shdata=new ProgramData;
- load_sub(*shdata, *shprog);
-
- obj.normal_pass->shprog=shprog;
- if(obj.normal_pass->shdata)
- delete obj.normal_pass->shdata;
- obj.normal_pass->shdata=shdata.release();
- }
+ RefPtr<Technique> tech = new Technique;
+ if(coll)
+ load_sub(*tech, get_collection());
+ else
+ load_sub(*tech);
+ obj.technique = tech;
}
-void Object::Loader::texture(const string &n)
+void Object::Loader::technique(const std::string &n)
{
- unsigned eqsign=n.find('=');
- if(eqsign!=string::npos)
- {
- obj.textures.push_back(&coll.get<Texture>(n.substr(eqsign+1)));
- textures.push_back(n.substr(0, eqsign));
- }
- else
- {
- obj.textures.push_back(&coll.get<Texture>(n));
- textures.push_back(n);
- }
+ obj.set_technique(&get_collection().get<Technique>(n));
}
} // namespace GL