Distributed under the LGPL
*/
+#include <msp/strings/formatter.h>
#include "except.h"
#include "material.h"
#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
+#include "objectpass.h"
#include "program.h"
#include "programdata.h"
+#include "technique.h"
#include "texture.h"
#include "texunit.h"
namespace GL {
Object::Object():
- mesh(0),
- shprog(0),
- shdata(0),
+ meshes(1, static_cast<Mesh *>(0)),
+ technique(0),
+ main_texture(0),
material(0)
{ }
Object::~Object()
{
- delete shdata;
}
-void Object::render(const ObjectInstance *inst) const
+bool Object::has_pass(const Tag &tag) const
{
- setup_render();
-
- if(inst)
- inst->setup_render();
-
- mesh->draw();
-
- if(inst)
- inst->finish_render();
-
- finish_render();
+ if(technique)
+ return technique->has_pass(tag);
+ else
+ return tag.id==0;
}
-void Object::render(const list<const ObjectInstance *> &insts) const
+void Object::render(const Tag &tag) const
{
- setup_render();
-
- for(list<const ObjectInstance *>::const_iterator i=insts.begin(); i!=insts.end(); ++i)
- {
- (*i)->setup_render();
-
- mesh->draw();
+ const ObjectPass *pass=get_pass(tag);
+ setup_render(pass);
+ meshes[0]->draw();
+ finish_render(pass);
+}
- (*i)->finish_render();
- }
+void Object::render(const ObjectInstance &inst, const Tag &tag) const
+{
+ const ObjectPass *pass=get_pass(tag);
+ setup_render(pass);
+ render_instance(inst, tag);
+ meshes[0]->draw();
+ finish_render(pass);
+}
- finish_render();
+const ObjectPass *Object::get_pass(const Tag &tag) const
+{
+ if(technique)
+ return &technique->get_pass(tag);
+ else if(tag.id==0)
+ return 0;
+ throw KeyError("Unknown pass");
}
-void Object::setup_render() const
+void Object::setup_render(const ObjectPass *pass) const
{
- if(!mesh)
+ if(!meshes[0])
throw InvalidState("Trying to render Object without mesh");
- if(shprog)
+ if(pass && pass->shprog)
{
- shprog->bind();
- shdata->apply();
+ 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();
+ else if(main_texture && (!pass || pass->use_textures))
+ main_texture->bind();
if(material)
- material->apply();
+ material->bind();
}
-void Object::finish_render() const
+void Object::finish_render(const ObjectPass *pass) const
{
- if(shprog)
- Program::unbind();
- for(unsigned i=0; i<textures.size(); ++i)
+ if(pass && pass->shprog)
{
- TexUnit::activate(i);
- Texture::unbind();
+ Program::unbind();
+ for(unsigned i=textures.size(); i--;)
+ {
+ TexUnit::activate(i);
+ Texture::unbind();
+ }
}
+ else if(main_texture)
+ Texture::unbind();
+
+ if(material)
+ Material::unbind();
+}
+
+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);
}
obj(o),
coll(c)
{
+ add("lod_mesh", &Loader::lod_mesh);
add("material", &Object::material);
- add("mesh", &Object::mesh);
- add("shader", &Loader::shader);
+ add("material_inline", &Loader::material_inline);
+ add("mesh", &Loader::mesh);
+ add("shader_texture", &Loader::shader_texture);
+ add("technique", &Loader::technique);
add("texture", &Loader::texture);
}
-Object::Loader::~Loader()
+void Object::Loader::finish()
{
- if(obj.shdata)
+ if(obj.technique && !obj.main_texture)
+ obj.main_texture=obj.technique->get_main_texture();
+ for(unsigned i=0; i<obj.textures.size(); ++i)
{
- for(unsigned i=0; i<textures.size(); ++i)
- obj.shdata->uniform(obj.shprog->get_uniform_location(textures[i]), static_cast<int>(i));
+ if(!obj.textures[i])
+ {
+ obj.textures[i]=obj.technique->get_texture(i);
+ if(!obj.textures[i])
+ throw Exception("Object does not specify all textures required by Technique");
+ }
}
}
-void Object::Loader::shader(const string &n)
+void Object::Loader::lod_mesh(unsigned l, const string &n)
+{
+ obj.meshes.resize(l+1, 0);
+ obj.meshes[l]=coll.get<Mesh>(n);
+}
+
+void Object::Loader::material_inline()
+{
+ RefPtr<Material> mat=new Material;
+ load_sub(*mat);
+ coll.add(format("_%p", mat.get()), mat.get());
+ obj.material=mat.release();
+}
+
+void Object::Loader::mesh(const string &n)
+{
+ obj.meshes[0]=coll.get<Mesh>(n);
+}
+
+void Object::Loader::shader_texture(const string &n)
+{
+ if(!obj.technique)
+ throw InvalidState("Can't specify shader textures without a Technique");
+
+ string::size_type eqsign=n.find('=');
+ if(eqsign==string::npos)
+ throw InvalidParameterValue("Must specify texture slot name");
+
+ obj.textures[obj.technique->get_texture_index(n.substr(0, eqsign))]=coll.get<Texture>(n.substr(eqsign+1));
+}
+
+void Object::Loader::technique(const string &n)
{
- obj.shprog=&coll.get<Program>(n);
- if(!obj.shdata)
- obj.shdata=new ProgramData;
+ obj.technique=coll.get<Technique>(n);
+ obj.textures.resize(obj.technique->get_n_textures());
+ obj.material=obj.technique->get_material();
}
void Object::Loader::texture(const 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);
- }
+ if(obj.main_texture)
+ throw Exception("Only one main texture may be specified");
+
+ Texture *tex=coll.get<Texture>(n);
+ if(obj.technique)
+ obj.textures[obj.technique->get_texture_index("texture")]=tex;
+ obj.main_texture=tex;
}
} // namespace GL