-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
-#include "except.h"
+#include <msp/strings/format.h>
#include "material.h"
#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
#include "program.h"
#include "programdata.h"
+#include "renderer.h"
#include "technique.h"
-#include "texture.h"
-#include "texunit.h"
+#include "texturing.h"
using namespace std;
namespace GL {
Object::Object():
- meshes(1),
- technique(0),
- own_mesh(false),
- own_technique(false)
+ meshes(1)
{ }
+Object::Object(const Mesh *m, const Technique *t)
+{
+ set_mesh(m);
+ set_technique(t);
+}
+
+// Avoid synthesizing ~RefPtr in files including object.h
Object::~Object()
+{ }
+
+void Object::set_mesh(unsigned i, const Mesh *m)
+{
+ if(i>meshes.size())
+ throw out_of_range("Object::set_mesh");
+
+ if(i==meshes.size())
+ meshes.push_back(m);
+ else
+ meshes[i] = m;
+ meshes[i].keep();
+}
+
+void Object::update_bounding_sphere()
+{
+ vector<Vector3> points;
+ for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
+ {
+ const VertexArray &vertices = (*i)->get_vertices();
+ int offset = vertices.get_format().offset(VERTEX3);
+ if(offset<0)
+ {
+ // TODO Handle two-dimensional meshes
+ bounding_sphere = Geometry::BoundingSphere<float, 3>();
+ return;
+ }
+
+ unsigned n_vertices = vertices.size();
+ points.reserve(points.size()+n_vertices);
+ for(unsigned j=0; j<n_vertices; ++j)
+ {
+ const float *v = vertices[j];
+ points.push_back(Vector3(v[offset], v[offset+1], v[offset+2]));
+ }
+ }
+
+ bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
+}
+
+const Mesh *Object::get_mesh(unsigned i) const
{
- if(own_technique)
- delete technique;
- if(own_mesh)
- delete meshes[0];
+ if(i>=meshes.size())
+ return 0;
+
+ return meshes[i].get();
+}
+
+void Object::set_technique(const Technique *t)
+{
+ technique = t;
+ technique.keep();
}
void Object::render(const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
- Bind bind(*pass);
- meshes[0]->draw();
+ 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());
+
+ meshes.front()->draw();
}
-void Object::render(const ObjectInstance &inst, const Tag &tag) const
+void Object::render(Renderer &renderer, const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
- Bind bind(*pass);
- render_instance(inst, tag);
- meshes[0]->draw();
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
+
+ setup_render(renderer, tag);
+ meshes.front()->draw(renderer);
+ finish_render(renderer, tag);
+}
+
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
+{
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
+
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
+
+ setup_render(renderer, tag);
+ inst.setup_render(renderer, tag);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
+ meshes[lod]->draw(renderer);
+ inst.finish_render(renderer, tag);
+ finish_render(renderer, tag);
}
const RenderPass *Object::get_pass(const Tag &tag) const
{
+ if(!technique)
+ throw logic_error("!technique");
if(!technique->has_pass(tag))
return 0;
return &technique->get_pass(tag);
}
-void Object::render_instance(const ObjectInstance &inst, const Tag &tag) const
-{
- inst.setup_render(tag);
- unsigned lod=min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
- meshes[lod]->draw();
- inst.finish_render(tag);
-}
-
Object::Loader::Loader(Object &o):
DataFile::CollectionObjectLoader<Object>(o, 0)
void Object::Loader::init()
{
- allow_pointer_reload=false;
-
- add("lod_mesh", &Loader::lod_mesh);
- add("mesh", static_cast<void (Loader::*)()>(&Loader::mesh));
- add("mesh", static_cast<void (Loader::*)(const std::string &)>(&Loader::mesh));
+ 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);
- add("technique", &Object::technique);
}
-void Object::Loader::lod_mesh(unsigned l, const string &n)
+void Object::Loader::finish()
{
- obj.meshes.resize(l+1, 0);
- obj.meshes[l]=get_collection().get<Mesh>(n);
+ obj.update_bounding_sphere();
}
-void Object::Loader::mesh()
+void Object::Loader::mesh_inline()
{
- if(obj.meshes[0])
- throw InvalidState("A mesh is already loaded");
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ obj.meshes.front() = msh;
+}
- RefPtr<Mesh> msh=new Mesh;
+void Object::Loader::mesh_inline_lod(unsigned l)
+{
+ if(l>obj.meshes.size())
+ throw out_of_range("Object::Loader::mesh_inline_lod");
+
+ RefPtr<Mesh> msh = new Mesh;
load_sub(*msh);
- obj.meshes[0]=msh.release();
- obj.own_mesh=true;
+ if(l==obj.meshes.size())
+ obj.meshes.push_back(msh);
+ else
+ obj.meshes[l] = msh;
}
void Object::Loader::mesh(const std::string &n)
{
- if(obj.meshes[0])
- throw InvalidState("A mesh is already loaded");
+ obj.set_mesh(&get_collection().get<Mesh>(n));
+}
- obj.meshes[0]=get_collection().get<Mesh>(n);
+void Object::Loader::mesh_lod(unsigned l, const string &n)
+{
+ obj.set_mesh(l, &get_collection().get<Mesh>(n));
}
-void Object::Loader::technique()
+void Object::Loader::technique_inline()
{
- RefPtr<Technique> tech=new Technique;
+ RefPtr<Technique> tech = new Technique;
if(coll)
load_sub(*tech, get_collection());
else
load_sub(*tech);
- obj.technique=tech.release();
- obj.own_technique=true;
+ obj.technique = tech;
+}
+
+void Object::Loader::technique(const std::string &n)
+{
+ obj.set_technique(&get_collection().get<Technique>(n));
}
} // namespace GL