#include <msp/fs/utils.h>
#include <msp/strings/format.h>
#include "error.h"
-#include "material.h"
#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
-#include "program.h"
-#include "programdata.h"
#include "renderer.h"
#include "resourcemanager.h"
#include "technique.h"
-#include "texturing.h"
using namespace std;
namespace Msp {
namespace GL {
-Matrix Object::identity_matrix;
+const Matrix Object::identity_matrix;
Object::Object():
- lods(1),
- lod0_watched(false)
+ lods(1)
{ }
Object::Object(const Mesh *m, const Technique *t):
- lods(1),
- lod0_watched(false)
+ Object()
{
set_mesh(m);
set_technique(t);
void Object::update_bounding_sphere()
{
vector<Vector3> points;
- for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
+ for(const LevelOfDetail &l: lods)
{
- if(!i->mesh || !i->mesh->is_loaded())
+ if(!l.mesh || !l.mesh->is_loaded())
continue;
- const VertexArray &vertices = i->mesh->get_vertices();
+ const VertexArray &vertices = l.mesh->get_vertices();
int offset = vertices.get_format().offset(VERTEX3);
bool three = true;
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], (three ? v[offset+2] : 0.0f)));
+ const float *v = reinterpret_cast<const float *>(vertices[j]+offset);
+ points.push_back(Vector3(v[0], v[1], (three ? v[2] : 0.0f)));
}
}
void Object::render(Renderer &renderer, Tag tag) const
{
- const RenderPass *pass = get_pass(tag, 0);
- if(!pass)
+ const RenderMethod *method = get_method(tag, 0);
+ if(!method)
return;
const Mesh *mesh = lods.front().mesh;
throw logic_error("no mesh");
Renderer::Push push(renderer);
- pass->apply(renderer);
+ method->apply(renderer);
setup_render(renderer, tag);
mesh->draw(renderer);
void Object::render(Renderer &renderer, const ObjectInstance &inst, Tag tag) const
{
unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
- const RenderPass *pass = get_pass(tag, lod);
- if(!pass)
+ const RenderMethod *method = get_method(tag, lod);
+ if(!method)
return;
const Mesh *mesh = lods[lod].mesh;
throw logic_error("no mesh");
Renderer::Push push(renderer);
- pass->apply(renderer);
+ method->apply(renderer);
setup_render(renderer, tag);
inst.setup_render(renderer, tag);
finish_render(renderer, tag);
}
-const RenderPass *Object::get_pass(Tag tag, unsigned lod) const
+const RenderMethod *Object::get_method(Tag tag, unsigned lod) const
{
const Technique *tech = lods[lod].technique;
if(!tech)
throw logic_error("no technique");
- return tech->find_pass(tag);
+ return tech->find_method(tag);
}
void Object::resource_loaded(Resource &res)
}
-Object::Loader::Loader(Object &o):
- LodLoader(o, 0, 0)
-{
- init();
-}
-
Object::Loader::Loader(Object &o, Collection &c):
- LodLoader(o, 0, &c)
-{
- init();
-}
-
-void Object::Loader::init()
+ LodLoader(o, 0, c)
{
add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
add("level_of_detail", &Loader::level_of_detail);
void Object::Loader::level_of_detail(unsigned i)
{
- LodLoader ldr(obj, i, coll);
+ LodLoader ldr(obj, i, get_collection());
load_sub_with(ldr);
}
-Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
- DataFile::CollectionObjectLoader<Object>(o, c),
+Object::LodLoader::LodLoader(Object &o, unsigned i, Collection &c):
+ DataFile::CollectionObjectLoader<Object>(o, &c),
index(i),
lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
{