Object::Object():
meshes(1, static_cast<Mesh *>(0)),
+ main_texture(0),
material(0)
{
- normal_pass=&passes[""];
+ normal_pass=&passes[0];
}
Object::~Object()
{
- for(map<string, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
+ for(map<unsigned, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
delete i->second.shdata;
}
-bool Object::has_pass(const string &pn) const
+bool Object::has_pass(const Tag &tag) const
{
- return passes.count(pn);
+ return passes.count(tag.id);
}
-const ObjectPass &Object::get_pass(const string &pn) const
+const ObjectPass &Object::get_pass(const Tag &tag) const
{
- map<string, ObjectPass>::const_iterator i=passes.find(pn);
+ map<unsigned, ObjectPass>::const_iterator i=passes.find(tag.id);
if(i==passes.end())
throw KeyError("Unknown pass");
return i->second;
}
-void Object::render(const ObjectInstance *inst) const
+void Object::render(const Tag &tag) const
{
- render(*normal_pass, inst);
+ render(get_pass(tag), 0);
}
-void Object::render(const string &pn, const ObjectInstance *inst) const
+void Object::render(const ObjectInstance &inst, const Tag &tag) const
{
- render(get_pass(pn), inst);
+ render(get_pass(tag), &inst);
}
-void Object::render(const list<const ObjectInstance *> &insts) const
+void Object::render(const list<const ObjectInstance *> &insts, const Tag &tag) const
{
- render(*normal_pass, insts);
-}
-
-void Object::render(const string &pn, const list<const ObjectInstance *> &insts) const
-{
- render(get_pass(pn), insts);
+ render(get_pass(tag), insts);
}
void Object::setup_render(const ObjectPass &pass) const
textures[i]->bind();
}
}
- else if(!textures.empty())
- textures.front()->bind();
+ else if(main_texture && pass.use_textures)
+ main_texture->bind();
if(material)
material->apply();
void Object::finish_render(const ObjectPass &pass) const
{
if(pass.shprog)
- Program::unbind();
- for(unsigned i=textures.size(); i--;)
{
- TexUnit::activate(i);
- Texture::unbind();
+ Program::unbind();
+ for(unsigned i=textures.size(); i--;)
+ {
+ TexUnit::activate(i);
+ Texture::unbind();
+ }
}
+ else if(main_texture)
+ Texture::unbind();
}
void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
add("mesh", &Loader::mesh);
add("pass", &Loader::pass);
add("shader", &Loader::shader);
+ add("shader_texture", &Loader::shader_texture);
add("texture", &Loader::texture);
}
-Object::Loader::~Loader()
+void Object::Loader::finish()
{
- for(map<string, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+ 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)
void Object::Loader::material_inline()
{
- throw Exception("material_inline not supported yet");
- /*RefPtr<Material> mat=new Material;
+ RefPtr<Material> mat=new Material;
load_sub(*mat);
coll.add(format("%p%p", &obj, mat.get()), mat.get());
- obj.material=mat.release();*/
+ obj.material=mat.release();
}
void Object::Loader::mesh(const string &n)
void Object::Loader::pass(const string &n)
{
- if(obj.passes.count(n))
+ unsigned id=Tag(n).id;
+ if(obj.passes.count(id))
throw KeyError("Duplicate pass name");
ObjectPass p;
load_sub(p, coll);
- obj.passes[n]=p;
+ obj.passes[id]=p;
}
void Object::Loader::shader(const string &n)
}
}
-void Object::Loader::texture(const string &n)
+void Object::Loader::shader_texture(const string &n)
{
unsigned eqsign=n.find('=');
if(eqsign!=string::npos)
}
}
+void Object::Loader::texture(const 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");
+}
+
} // namespace GL
} // namespace Msp