X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fobject.cpp;h=d48b0843fb9f3b73591588631429ce09e2709a8c;hb=fcb9b3bdb1746f5a5c4b564857c0a2a66fd55765;hp=0469c31a99629187f17ce7d5dde803823636bb2e;hpb=85e83ace47e5a9a8ae7263886255dd81afc69278;p=libs%2Fgl.git diff --git a/source/object.cpp b/source/object.cpp index 0469c31a..d48b0843 100644 --- a/source/object.cpp +++ b/source/object.cpp @@ -1,19 +1,15 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include "except.h" +#include +#include #include "material.h" #include "mesh.h" #include "object.h" #include "objectinstance.h" #include "program.h" #include "programdata.h" -#include "texture.h" -#include "texunit.h" +#include "renderer.h" +#include "resourcemanager.h" +#include "technique.h" +#include "texturing.h" using namespace std; @@ -21,121 +17,224 @@ namespace Msp { namespace GL { Object::Object(): - mesh(0), - shprog(0), - shdata(0), - material(0) + meshes(1) { } -Object::~Object() +Object::Object(const Mesh *m, const Technique *t) { - delete shdata; + set_mesh(m); + set_technique(t); } -void Object::render(const ObjectInstance *inst) const +// Avoid synthesizing ~RefPtr in files including object.h +Object::~Object() { - setup_render(); + if(meshes[0]) + if(ResourceManager *rm = meshes[0]->get_manager()) + rm->unwatch_resource(*meshes[0], *this); +} - if(inst) - inst->setup_render(); +void Object::set_mesh(unsigned i, const Mesh *m) +{ + if(i>meshes.size()) + throw out_of_range("Object::set_mesh"); - mesh->draw(); + if(i==meshes.size()) + meshes.push_back(m); + else + { + if(i==0 && meshes[i]) + if(ResourceManager *rm = meshes[i]->get_manager()) + rm->unwatch_resource(*meshes[i], *this); + meshes[i] = m; + } + meshes[i].keep(); - if(inst) - inst->finish_render(); + if(i==0 && m) + if(ResourceManager *rm = m->get_manager()) + rm->watch_resource(*m, *this); - finish_render(); + update_bounding_sphere(); } -void Object::render(const list &insts) const +void Object::update_bounding_sphere() { - setup_render(); - - for(list::const_iterator i=insts.begin(); i!=insts.end(); ++i) + vector points; + for(vector >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i) { - (*i)->setup_render(); + if(!*i) + continue; + + const VertexArray &vertices = (*i)->get_vertices(); - mesh->draw(); + int offset = vertices.get_format().offset(VERTEX3); + bool three = true; + if(offset<0) + { + offset = vertices.get_format().offset(VERTEX2); + three = false; + if(offset<0) + continue; + } - (*i)->finish_render(); + unsigned n_vertices = vertices.size(); + points.reserve(points.size()+n_vertices); + for(unsigned j=0; j::from_point_cloud(points.begin(), points.end()); } -void Object::setup_render() const +const Mesh *Object::get_mesh(unsigned i) const { - if(!mesh) - throw InvalidState("Trying to render Object without mesh"); + if(i>=meshes.size()) + return 0; - if(shprog) - { - shprog->bind(); - shdata->apply(); - for(unsigned i=0; ibind(); - } - } - else if(!textures.empty()) - textures.front()->bind(); + return meshes[i].get(); +} - if(material) - material->apply(); +void Object::set_technique(const Technique *t) +{ + technique = t; + technique.keep(); } -void Object::finish_render() const +void Object::render(const Tag &tag) const { - if(shprog) - Program::unbind(); - for(unsigned i=0; iget_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(Renderer &renderer, const Tag &tag) const +{ + const RenderPass *pass = get_pass(tag); + if(!pass) + return; + + Renderer::Push push(renderer); + pass->apply(renderer); + + setup_render(renderer, tag); + meshes.front()->draw(renderer); + finish_render(renderer, tag); +} + +void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const +{ + 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(inst.get_level_of_detail(renderer), meshes.size()-1); + meshes[lod]->draw(renderer); + inst.finish_render(renderer, tag); + finish_render(renderer, tag); +} + +const RenderPass *Object::get_pass(const Tag &tag) const +{ + if(!technique) + throw logic_error("!technique"); + if(!technique->has_pass(tag)) + return 0; + return &technique->get_pass(tag); +} + +void Object::resource_loaded(Resource &res) +{ + if(!meshes.empty() && &res==meshes.front().get() && bounding_sphere.is_empty()) + update_bounding_sphere(); +} + + +Object::Loader::Loader(Object &o): + DataFile::CollectionObjectLoader(o, 0) +{ + init(); +} Object::Loader::Loader(Object &o, Collection &c): - obj(o), - coll(c) + DataFile::CollectionObjectLoader(o, &c) { - add("material", &Object::material); - add("mesh", &Object::mesh); - add("shader", &Loader::shader); - add("texture", &Loader::texture); + init(); } -Object::Loader::~Loader() +void Object::Loader::init() { - if(obj.shdata) - { - for(unsigned i=0; iuniform(obj.shprog->get_uniform_location(textures[i]), static_cast(i)); - } + 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); } -void Object::Loader::shader(const string &n) +void Object::Loader::finish() { - obj.shprog=&coll.get(n); - if(!obj.shdata) - obj.shdata=new ProgramData; + obj.update_bounding_sphere(); } -void Object::Loader::texture(const string &n) +void Object::Loader::mesh_inline() { - unsigned eqsign=n.find('='); - if(eqsign!=string::npos) - { - obj.textures.push_back(&coll.get(n.substr(eqsign+1))); - textures.push_back(n.substr(0, eqsign)); - } + RefPtr msh = new Mesh; + load_sub(*msh); + obj.meshes.front() = msh; +} + +void Object::Loader::mesh_inline_lod(unsigned l) +{ + if(l>obj.meshes.size()) + throw out_of_range("Object::Loader::mesh_inline_lod"); + + RefPtr msh = new Mesh; + load_sub(*msh); + if(l==obj.meshes.size()) + obj.meshes.push_back(msh); else - { - obj.textures.push_back(&coll.get(n)); - textures.push_back(n); - } + obj.meshes[l] = msh; +} + +void Object::Loader::mesh(const std::string &n) +{ + obj.set_mesh(&get_collection().get(n)); +} + +void Object::Loader::mesh_lod(unsigned l, const string &n) +{ + obj.set_mesh(l, &get_collection().get(n)); +} + +void Object::Loader::technique_inline() +{ + RefPtr 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(n)); } } // namespace GL