-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/strings/formatter.h>
-#include "except.h"
+#include <msp/datafile/collection.h>
+#include <msp/strings/format.h>
#include "material.h"
#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
-#include "objectpass.h"
#include "program.h"
#include "programdata.h"
-#include "texture.h"
-#include "texunit.h"
+#include "renderer.h"
+#include "technique.h"
+#include "texturing.h"
using namespace std;
namespace GL {
Object::Object():
- meshes(1, static_cast<Mesh *>(0)),
- main_texture(0),
- material(0)
+ meshes(1)
+{ }
+
+Object::Object(const Mesh *m, const Technique *t)
{
- normal_pass=&passes[0];
+ set_mesh(m);
+ set_technique(t);
}
+// Avoid synthesizing ~RefPtr in files including object.h
Object::~Object()
-{
- for(map<unsigned, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
- delete i->second.shdata;
-}
+{ }
-bool Object::has_pass(const Tag &tag) const
+void Object::set_mesh(unsigned i, const Mesh *m)
{
- return passes.count(tag.id);
+ 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();
}
-const ObjectPass &Object::get_pass(const Tag &tag) const
+void Object::update_bounding_sphere()
{
- map<unsigned, ObjectPass>::const_iterator i=passes.find(tag.id);
- if(i==passes.end())
- throw KeyError("Unknown pass");
- return i->second;
+ 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());
}
-void Object::render(const Tag &tag) const
+const Mesh *Object::get_mesh(unsigned i) const
{
- render(get_pass(tag), 0);
+ if(i>=meshes.size())
+ return 0;
+
+ return meshes[i].get();
}
-void Object::render(const ObjectInstance &inst, const Tag &tag) const
+void Object::set_technique(const Technique *t)
{
- render(get_pass(tag), &inst);
+ technique = t;
+ technique.keep();
}
-void Object::setup_render(const ObjectPass &pass) const
+void Object::render(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.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.use_textures)
- main_texture->bind();
+ 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());
- if(material)
- material->bind();
+ meshes.front()->draw();
}
-void Object::finish_render(const ObjectPass &pass) const
+void Object::render(Renderer &renderer, const Tag &tag) const
{
- if(pass.shprog)
- {
- Program::unbind();
- for(unsigned i=textures.size(); i--;)
- {
- TexUnit::activate(i);
- Texture::unbind();
- }
- }
- else if(main_texture)
- Texture::unbind();
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
+
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
- if(material)
- Material::unbind();
+ setup_render(renderer, tag);
+ meshes.front()->draw(renderer);
+ finish_render(renderer, tag);
}
-void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
{
- setup_render(pass);
+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
- if(inst)
- render_instance(pass, *inst);
- else
- meshes[0]->draw();
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
- finish_render(pass);
+ 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 ObjectPass &pass, const ObjectInstance &inst) const
+const RenderPass *Object::get_pass(const Tag &tag) const
{
- inst.setup_render(pass);
- unsigned lod=min(inst.get_level_of_detail(), meshes.size()-1);
- meshes[lod]->draw();
- inst.finish_render(pass);
+ if(!technique)
+ throw logic_error("!technique");
+ if(!technique->has_pass(tag))
+ return 0;
+ return &technique->get_pass(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("pass", &Loader::pass);
- add("shader", &Loader::shader);
- add("shader_texture", &Loader::shader_texture);
- add("texture", &Loader::texture);
+ init();
}
-void Object::Loader::finish()
+Object::Loader::Loader(Object &o, Collection &c):
+ DataFile::CollectionObjectLoader<Object>(o, &c)
{
- for(map<unsigned, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
- if(i->second.shdata)
- {
- for(unsigned j=0; j<textures.size(); ++j)
- i->second.shdata->uniform(i->second.shprog->get_uniform_location(textures[j]), static_cast<int>(j));
- }
+ 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);
+ 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);
+
+ // Deprecated alias, will be removed
+ add("lod_mesh", &Loader::mesh_lod);
}
-void Object::Loader::material_inline()
+void Object::Loader::finish()
{
- RefPtr<Material> mat=new Material;
- load_sub(*mat);
- coll.add(format("%p%p", &obj, mat.get()), mat.get());
- obj.material=mat.release();
+ obj.update_bounding_sphere();
}
-void Object::Loader::mesh(const string &n)
+void Object::Loader::mesh_inline()
{
- obj.meshes[0]=coll.get<Mesh>(n);
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ obj.meshes.front() = msh;
}
-void Object::Loader::pass(const string &n)
+void Object::Loader::mesh_inline_lod(unsigned l)
{
- unsigned id=Tag(n).id;
- if(obj.passes.count(id))
- throw KeyError("Duplicate pass name");
- ObjectPass p;
- load_sub(p, coll);
- obj.passes[id]=p;
+ if(l>obj.meshes.size())
+ throw out_of_range("Object::Loader::mesh_inline_lod");
+
+ 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::shader(const string &n)
+void Object::Loader::mesh(const std::string &n)
{
- Program *shprog=coll.get<Program>(n);
- if(shprog) // Allow for unsupported shaders
- {
- RefPtr<ProgramData> shdata=new ProgramData;
- load_sub(*shdata, *shprog);
+ obj.set_mesh(&get_collection().get<Mesh>(n));
+}
- obj.normal_pass->shprog=shprog;
- if(obj.normal_pass->shdata)
- delete obj.normal_pass->shdata;
- obj.normal_pass->shdata=shdata.release();
- }
+void Object::Loader::mesh_lod(unsigned l, const string &n)
+{
+ obj.set_mesh(l, &get_collection().get<Mesh>(n));
}
-void Object::Loader::shader_texture(const string &n)
+void Object::Loader::technique_inline()
{
- 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));
- }
+ RefPtr<Technique> tech = new Technique;
+ if(coll)
+ load_sub(*tech, get_collection());
else
- {
- obj.textures.push_back(coll.get<Texture>(n));
- textures.push_back(n);
- }
+ load_sub(*tech);
+ obj.technique = tech;
}
-void Object::Loader::texture(const string &n)
+void Object::Loader::technique(const std::string &n)
{
- if(obj.main_texture)
- throw Exception("Only one main texture may be specified");
-
- obj.main_texture=coll.get<Texture>(n);
- obj.textures.push_back(obj.main_texture);
- textures.push_back("texture");
+ obj.set_technique(&get_collection().get<Technique>(n));
}
} // namespace GL