-/* $Id$
-
-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;
meshes(1)
{ }
-Object::~Object()
+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 InvalidParameterValue("LODs must be continuous");
+ throw out_of_range("Object::set_mesh");
if(i==meshes.size())
meshes.push_back(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(i>=meshes.size())
+ return 0;
+
+ return meshes[i].get();
+}
+
void Object::set_technique(const Technique *t)
{
technique = t;
if(!pass)
return;
- Bind bind(pass);
+ 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);
if(!pass)
return;
- Bind bind(pass);
- render_instance(inst, tag);
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
+
+ setup_render(renderer, tag);
+ meshes.front()->draw(renderer);
+ finish_render(renderer, tag);
}
-const RenderPass *Object::get_pass(const Tag &tag) const
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
{
- if(!technique || !technique->has_pass(tag))
- return 0;
- return &technique->get_pass(tag);
+ 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);
}
-void Object::render_instance(const ObjectInstance &inst, const Tag &tag) const
+const RenderPass *Object::get_pass(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);
+ if(!technique)
+ throw logic_error("!technique");
+ if(!technique->has_pass(tag))
+ return 0;
+ return &technique->get_pass(tag);
}
void Object::Loader::init()
{
- allow_pointer_reload = false;
+ 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("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));
+ add("lod_mesh", &Loader::mesh_lod);
+}
+
+void Object::Loader::finish()
+{
+ obj.update_bounding_sphere();
}
-void Object::Loader::mesh()
+void Object::Loader::mesh_inline()
{
RefPtr<Mesh> msh = new Mesh;
load_sub(*msh);
obj.meshes.front() = msh;
}
-void Object::Loader::mesh(unsigned l)
+void Object::Loader::mesh_inline_lod(unsigned l)
{
if(l>obj.meshes.size())
- throw InvalidParameterValue("LODs must be continuous");
+ throw out_of_range("Object::Loader::mesh_inline_lod");
RefPtr<Mesh> msh = new Mesh;
load_sub(*msh);
void Object::Loader::mesh(const std::string &n)
{
- obj.set_mesh(get_collection().get<Mesh>(n));
+ obj.set_mesh(&get_collection().get<Mesh>(n));
}
-void Object::Loader::mesh(unsigned l, const string &n)
+void Object::Loader::mesh_lod(unsigned l, const string &n)
{
- obj.set_mesh(l, get_collection().get<Mesh>(n));
+ obj.set_mesh(l, &get_collection().get<Mesh>(n));
}
-void Object::Loader::technique()
+void Object::Loader::technique_inline()
{
RefPtr<Technique> tech = new Technique;
if(coll)
void Object::Loader::technique(const std::string &n)
{
- obj.set_technique(get_collection().get<Technique>(n));
+ obj.set_technique(&get_collection().get<Technique>(n));
}
} // namespace GL