#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),
- own_technique(false),
- technique(0)
+ meshes(1)
{ }
Object::~Object()
{
- if(own_technique)
- delete technique;
+}
+
+void Object::set_mesh(unsigned i, const Mesh *m)
+{
+ if(i>meshes.size())
+ throw InvalidParameterValue("LODs must be continuous");
+
+ if(i==meshes.size())
+ meshes.push_back(m);
+ else
+ meshes[i] = m;
+ meshes[i].keep();
+}
+
+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(pass);
+ meshes.front()->draw();
}
void Object::render(const ObjectInstance &inst, const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
- Bind bind(*pass);
+ Bind bind(pass);
render_instance(inst, tag);
- meshes[0]->draw();
}
const RenderPass *Object::get_pass(const Tag &tag) const
{
- if(!technique->has_pass(tag))
+ 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<unsigned>(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):
+ DataFile::CollectionObjectLoader<Object>(o, 0)
+{
+ init();
+}
+
Object::Loader::Loader(Object &o, Collection &c):
DataFile::CollectionObjectLoader<Object>(o, &c)
{
- add("lod_mesh", &Loader::lod_mesh);
- add("mesh", &Loader::mesh);
- add("technique", &Loader::technique);
- add("technique", &Object::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]=get_collection().get<Mesh>(n);
+ allow_pointer_reload = false;
+
+ 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]=get_collection().get<Mesh>(n);
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ obj.meshes.front() = msh;
+}
+
+void Object::Loader::mesh(unsigned l)
+{
+ if(l>obj.meshes.size())
+ throw InvalidParameterValue("LODs must be continuous");
+
+ 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 std::string &n)
+{
+ obj.set_mesh(get_collection().get<Mesh>(n));
+}
+
+void Object::Loader::mesh(unsigned l, const string &n)
+{
+ obj.set_mesh(l, get_collection().get<Mesh>(n));
}
void Object::Loader::technique()
{
- RefPtr<Technique> tch=new Technique;
- load_sub(*tch, get_collection());
- obj.technique=tch.release();
- obj.own_technique=true;
+ RefPtr<Technique> tech = new Technique;
+ if(coll)
+ load_sub(*tech, get_collection());
+ else
+ load_sub(*tech);
+ obj.technique = tech;
+}
+
+void Object::Loader::technique(const std::string &n)
+{
+ obj.set_technique(get_collection().get<Technique>(n));
}
} // namespace GL