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Add setup/finish_render hooks to Object
[libs/gl.git] / source / object.cpp
1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
3 #include "material.h"
4 #include "mesh.h"
5 #include "object.h"
6 #include "objectinstance.h"
7 #include "program.h"
8 #include "programdata.h"
9 #include "renderer.h"
10 #include "technique.h"
11 #include "texturing.h"
12
13 using namespace std;
14
15 namespace Msp {
16 namespace GL {
17
18 Object::Object():
19         meshes(1)
20 { }
21
22 Object::Object(const Mesh *m, const Technique *t)
23 {
24         set_mesh(m);
25         set_technique(t);
26 }
27
28 Object::~Object()
29 {
30 }
31
32 void Object::set_mesh(unsigned i, const Mesh *m)
33 {
34         if(i>meshes.size())
35                 throw out_of_range("Object::set_mesh");
36
37         if(i==meshes.size())
38                 meshes.push_back(m);
39         else
40                 meshes[i] = m;
41         meshes[i].keep();
42 }
43
44 const Mesh *Object::get_mesh(unsigned i) const
45 {
46         if(i>=meshes.size())
47                 return 0;
48
49         return meshes[i].get();
50 }
51
52 void Object::set_technique(const Technique *t)
53 {
54         technique = t;
55         technique.keep();
56 }
57
58 void Object::render(const Tag &tag) const
59 {
60         const RenderPass *pass = get_pass(tag);
61         if(!pass)
62                 return;
63
64         Bind bind_shader(pass->get_shader_program());
65         if(pass->get_shader_data())
66                 pass->get_shader_data()->apply();
67         Bind bind_material(pass->get_material());
68         Bind bind_texturing(pass->get_texturing());
69
70         meshes.front()->draw();
71 }
72
73 void Object::render(Renderer &renderer, const Tag &tag) const
74 {
75         const RenderPass *pass = get_pass(tag);
76         if(!pass)
77                 return;
78
79         Renderer::Push push(renderer);
80         renderer.set_shader_program(pass->get_shader_program(), pass->get_shader_data());
81         renderer.set_material(pass->get_material());
82         renderer.set_texturing(pass->get_texturing());
83
84         setup_render(renderer, tag);
85         meshes.front()->draw(renderer);
86         finish_render(renderer, tag);
87 }
88
89 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
90 {
91         const RenderPass *pass = get_pass(tag);
92         if(!pass)
93                 return;
94
95         Renderer::Push push(renderer);
96         renderer.set_shader_program(pass->get_shader_program(), pass->get_shader_data());
97         renderer.set_material(pass->get_material());
98         renderer.set_texturing(pass->get_texturing());
99
100         setup_render(renderer, tag);
101         inst.setup_render(renderer, tag);
102         unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
103         meshes[lod]->draw(renderer);
104         inst.finish_render(renderer, tag);
105         finish_render(renderer, tag);
106 }
107
108 const RenderPass *Object::get_pass(const Tag &tag) const
109 {
110         if(!technique || !technique->has_pass(tag))
111                 return 0;
112         return &technique->get_pass(tag);
113 }
114
115
116 Object::Loader::Loader(Object &o):
117         DataFile::CollectionObjectLoader<Object>(o, 0)
118 {
119         init();
120 }
121
122 Object::Loader::Loader(Object &o, Collection &c):
123         DataFile::CollectionObjectLoader<Object>(o, &c)
124 {
125         init();
126 }
127
128 void Object::Loader::init()
129 {
130         add("mesh",     &Loader::mesh_inline);
131         add("mesh",     &Loader::mesh_inline_lod);
132         add("mesh",     &Loader::mesh);
133         add("mesh",     &Loader::mesh_lod);
134         add("technique", &Loader::technique_inline);
135         add("technique", &Loader::technique);
136
137         // Deprecated alias, will be removed
138         add("lod_mesh", &Loader::mesh_lod);
139 }
140
141 void Object::Loader::mesh_inline()
142 {
143         RefPtr<Mesh> msh = new Mesh;
144         load_sub(*msh);
145         obj.meshes.front() = msh;
146 }
147
148 void Object::Loader::mesh_inline_lod(unsigned l)
149 {
150         if(l>obj.meshes.size())
151                 throw out_of_range("Object::Loader::mesh_inline_lod");
152
153         RefPtr<Mesh> msh = new Mesh;
154         load_sub(*msh);
155         if(l==obj.meshes.size())
156                 obj.meshes.push_back(msh);
157         else
158                 obj.meshes[l] = msh;
159 }
160
161 void Object::Loader::mesh(const std::string &n)
162 {
163         obj.set_mesh(&get_collection().get<Mesh>(n));
164 }
165
166 void Object::Loader::mesh_lod(unsigned l, const string &n)
167 {
168         obj.set_mesh(l, &get_collection().get<Mesh>(n));
169 }
170
171 void Object::Loader::technique_inline()
172 {
173         RefPtr<Technique> tech = new Technique;
174         if(coll)
175                 load_sub(*tech, get_collection());
176         else
177                 load_sub(*tech);
178         obj.technique = tech;
179 }
180
181 void Object::Loader::technique(const std::string &n)
182 {
183         obj.set_technique(&get_collection().get<Technique>(n));
184 }
185
186 } // namespace GL
187 } // namespace Msp