Distributed under the LGPL
*/
+#include <msp/datafile/collection.h>
#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"
namespace GL {
Object::Object():
- meshes(1, static_cast<Mesh *>(0)),
- technique(0),
- main_texture(0),
- material(0)
+ meshes(1)
{ }
Object::~Object()
{
}
-bool Object::has_pass(const Tag &tag) const
+void Object::set_mesh(unsigned i, const Mesh *m)
{
- if(technique)
- return technique->has_pass(tag);
+ if(i>meshes.size())
+ throw InvalidParameterValue("LODs must be continuous");
+
+ if(i==meshes.size())
+ meshes.push_back(m);
else
- return tag.id==0;
+ meshes[i] = m;
+ meshes[i].keep();
}
-void Object::render(const Tag &tag) const
+void Object::set_technique(const Technique *t)
{
- const ObjectPass *pass=get_pass(tag);
- setup_render(pass);
- meshes[0]->draw();
- finish_render(pass);
+ technique = t;
+ technique.keep();
}
-void Object::render(const ObjectInstance &inst, const Tag &tag) const
+void Object::render(const Tag &tag) const
{
- const ObjectPass *pass=get_pass(tag);
- setup_render(pass);
- render_instance(inst, tag);
- meshes[0]->draw();
- finish_render(pass);
-}
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
-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");
+ Bind bind(pass);
+ meshes.front()->draw();
}
-void Object::setup_render(const ObjectPass *pass) const
+void Object::render(const ObjectInstance &inst, 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 && pass->shprog)
- {
- pass->shprog->bind();
- pass->shdata->apply();
- for(unsigned i=0; i<textures.size(); ++i)
- {
- TexUnit::activate(i);
- textures[i]->bind();
- }
- }
- else if(main_texture && (!pass || pass->use_textures))
- main_texture->bind();
-
- if(material)
- material->bind();
+ Bind bind(pass);
+ render_instance(inst, tag);
}
-void Object::finish_render(const ObjectPass *pass) const
+const RenderPass *Object::get_pass(const Tag &tag) const
{
- if(pass && pass->shprog)
- {
- Program::unbind();
- for(unsigned i=textures.size(); i--;)
- {
- TexUnit::activate(i);
- Texture::unbind();
- }
- }
- else if(main_texture)
- Texture::unbind();
-
- if(material)
- Material::unbind();
+ if(!technique || !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(inst.get_level_of_detail(), meshes.size()-1);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
meshes[lod]->draw();
inst.finish_render(tag);
}
-Object::Loader::Loader(Object &o, Collection &c):
- obj(o),
- coll(c)
+Object::Loader::Loader(Object &o):
+ DataFile::CollectionObjectLoader<Object>(o, 0)
{
- add("lod_mesh", &Loader::lod_mesh);
- add("material", &Object::material);
- add("material_inline", &Loader::material_inline);
- add("mesh", &Loader::mesh);
- add("shader_texture", &Loader::shader_texture);
- add("technique", &Loader::technique);
- add("texture", &Loader::texture);
+ init();
}
-void Object::Loader::finish()
+Object::Loader::Loader(Object &o, Collection &c):
+ DataFile::CollectionObjectLoader<Object>(o, &c)
{
- for(unsigned i=0; i<obj.textures.size(); ++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");
- }
- }
+ init();
}
-void Object::Loader::lod_mesh(unsigned l, const string &n)
+void Object::Loader::init()
{
- obj.meshes.resize(l+1, 0);
- obj.meshes[l]=coll.get<Mesh>(n);
-}
+ allow_pointer_reload = false;
-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();
+ add("mesh", static_cast<void (Loader::*)()>(&Loader::mesh));
+ add("mesh", static_cast<void (Loader::*)(unsigned)>(&Loader::mesh));
+ add("mesh", static_cast<void (Loader::*)(const std::string &)>(&Loader::mesh));
+ add("mesh", static_cast<void (Loader::*)(unsigned, const std::string &)>(&Loader::mesh));
+ // Deprecated alias, will be removed
+ add("lod_mesh", static_cast<void (Loader::*)(unsigned, const std::string &)>(&Loader::mesh));
+ add("technique", static_cast<void (Loader::*)()>(&Loader::technique));
+ add("technique", static_cast<void (Loader::*)(const std::string &)>(&Loader::technique));
}
-void Object::Loader::mesh(const string &n)
+void Object::Loader::mesh()
{
- obj.meshes[0]=coll.get<Mesh>(n);
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ obj.meshes.front() = msh;
}
-void Object::Loader::shader_texture(const string &n)
+void Object::Loader::mesh(unsigned l)
{
- if(!obj.technique)
- throw InvalidState("Can't specify shader textures without a Technique");
+ if(l>obj.meshes.size())
+ throw InvalidParameterValue("LODs must be continuous");
- unsigned eqsign=n.find('=');
- if(eqsign==string::npos)
- throw InvalidParameterValue("Must specify texture slot name");
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ if(l==obj.meshes.size())
+ obj.meshes.push_back(msh);
+ else
+ obj.meshes[l] = msh;
+}
- obj.textures[obj.technique->get_texture_index(n.substr(0, eqsign))]=coll.get<Texture>(n.substr(eqsign+1));
+void Object::Loader::mesh(const std::string &n)
+{
+ obj.set_mesh(get_collection().get<Mesh>(n));
}
-void Object::Loader::technique(const string &n)
+void Object::Loader::mesh(unsigned l, const string &n)
{
- obj.technique=coll.get<Technique>(n);
- obj.textures.resize(obj.technique->get_n_textures());
- obj.material=obj.technique->get_material();
+ obj.set_mesh(l, get_collection().get<Mesh>(n));
}
-void Object::Loader::texture(const string &n)
+void Object::Loader::technique()
{
- if(obj.main_texture)
- throw Exception("Only one main texture may be specified");
+ RefPtr<Technique> tech = new Technique;
+ if(coll)
+ load_sub(*tech, get_collection());
+ else
+ load_sub(*tech);
+ obj.technique = tech;
+}
- Texture *tex=coll.get<Texture>(n);
- if(obj.technique)
- obj.textures[obj.technique->get_texture_index("texture")]=tex;
- obj.main_texture=tex;
+void Object::Loader::technique(const std::string &n)
+{
+ obj.set_technique(get_collection().get<Technique>(n));
}
} // namespace GL