]> git.tdb.fi Git - libs/gl.git/blob - source/object.cpp
Require mspgbase now that Image was moved there
[libs/gl.git] / source / object.cpp
1 /* $Id$
2
3 This file is part of libmspgl
4 Copyright © 2007  Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
6 */
7
8 #include <msp/strings/formatter.h>
9 #include "except.h"
10 #include "material.h"
11 #include "mesh.h"
12 #include "object.h"
13 #include "objectinstance.h"
14 #include "objectpass.h"
15 #include "program.h"
16 #include "programdata.h"
17 #include "texture.h"
18 #include "texunit.h"
19
20 using namespace std;
21
22 namespace Msp {
23 namespace GL {
24
25 Object::Object():
26         meshes(1, static_cast<Mesh *>(0)),
27         main_texture(0),
28         material(0)
29 {
30         normal_pass=&passes[0];
31 }
32
33 Object::~Object()
34 {
35         for(map<unsigned, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
36                 delete i->second.shdata;
37 }
38
39 bool Object::has_pass(const Tag &tag) const
40 {
41         return passes.count(tag.id);
42 }
43
44 const ObjectPass &Object::get_pass(const Tag &tag) const
45 {
46         map<unsigned, ObjectPass>::const_iterator i=passes.find(tag.id);
47         if(i==passes.end())
48                 throw KeyError("Unknown pass");
49         return i->second;
50 }
51
52 void Object::render(const Tag &tag) const
53 {
54         render(get_pass(tag), 0);
55 }
56
57 void Object::render(const ObjectInstance &inst, const Tag &tag) const
58 {
59         render(get_pass(tag), &inst);
60 }
61
62 void Object::setup_render(const ObjectPass &pass) const
63 {
64         if(!meshes[0])
65                 throw InvalidState("Trying to render Object without mesh");
66
67         if(pass.shprog)
68         {
69                 pass.shprog->bind();
70                 pass.shdata->apply();
71                 for(unsigned i=0; i<textures.size(); ++i)
72                 {
73                         TexUnit::activate(i);
74                         textures[i]->bind();
75                 }
76         }
77         else if(main_texture && pass.use_textures)
78                 main_texture->bind();
79
80         if(material)
81                 material->apply();
82 }
83
84 void Object::finish_render(const ObjectPass &pass) const
85 {
86         if(pass.shprog)
87         {
88                 Program::unbind();
89                 for(unsigned i=textures.size(); i--;)
90                 {
91                         TexUnit::activate(i);
92                         Texture::unbind();
93                 }
94         }
95         else if(main_texture)
96                 Texture::unbind();
97 }
98
99 void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
100 {
101         setup_render(pass);
102
103         if(inst)
104                 render_instance(pass, *inst);
105         else
106                 meshes[0]->draw();
107
108         finish_render(pass);
109 }
110
111 void Object::render_instance(const ObjectPass &pass, const ObjectInstance &inst) const
112 {
113         inst.setup_render(pass);
114         unsigned lod=min(inst.get_level_of_detail(), meshes.size()-1);
115         meshes[lod]->draw();
116         inst.finish_render(pass);
117 }
118
119
120 Object::Loader::Loader(Object &o, Collection &c):
121         obj(o),
122         coll(c)
123 {
124         add("lod_mesh", &Loader::lod_mesh);
125         add("material", &Object::material);
126         add("material_inline", &Loader::material_inline);
127         add("mesh",     &Loader::mesh);
128         add("pass",     &Loader::pass);
129         add("shader",   &Loader::shader);
130         add("shader_texture", &Loader::shader_texture);
131         add("texture",  &Loader::texture);
132 }
133
134 void Object::Loader::finish()
135 {
136         for(map<unsigned, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
137                 if(i->second.shdata)
138                 {
139                         for(unsigned j=0; j<textures.size(); ++j)
140                                 i->second.shdata->uniform(i->second.shprog->get_uniform_location(textures[j]), static_cast<int>(j));
141                 }
142 }
143
144 void Object::Loader::lod_mesh(unsigned l, const string &n)
145 {
146         obj.meshes.resize(l+1, 0);
147         obj.meshes[l]=coll.get<Mesh>(n);
148 }
149
150 void Object::Loader::material_inline()
151 {
152         RefPtr<Material> mat=new Material;
153         load_sub(*mat);
154         coll.add(format("%p%p", &obj, mat.get()), mat.get());
155         obj.material=mat.release();
156 }
157
158 void Object::Loader::mesh(const string &n)
159 {
160         obj.meshes[0]=coll.get<Mesh>(n);
161 }
162
163 void Object::Loader::pass(const string &n)
164 {
165         unsigned id=Tag(n).id;
166         if(obj.passes.count(id))
167                 throw KeyError("Duplicate pass name");
168         ObjectPass p;
169         load_sub(p, coll);
170         obj.passes[id]=p;
171 }
172
173 void Object::Loader::shader(const string &n)
174 {
175         Program *shprog=coll.get<Program>(n);
176         if(shprog)  // Allow for unsupported shaders
177         {
178                 RefPtr<ProgramData> shdata=new ProgramData;
179                 load_sub(*shdata, *shprog);
180
181                 obj.normal_pass->shprog=shprog;
182                 if(obj.normal_pass->shdata)
183                         delete obj.normal_pass->shdata;
184                 obj.normal_pass->shdata=shdata.release();
185         }
186 }
187
188 void Object::Loader::shader_texture(const string &n)
189 {
190         unsigned eqsign=n.find('=');
191         if(eqsign!=string::npos)
192         {
193                 obj.textures.push_back(coll.get<Texture>(n.substr(eqsign+1)));
194                 textures.push_back(n.substr(0, eqsign));
195         }
196         else
197         {
198                 obj.textures.push_back(coll.get<Texture>(n));
199                 textures.push_back(n);
200         }
201 }
202
203 void Object::Loader::texture(const string &n)
204 {
205         if(obj.main_texture)
206                 throw Exception("Only one main texture may be specified");
207
208         obj.main_texture=coll.get<Texture>(n);
209         obj.textures.push_back(obj.main_texture);
210         textures.push_back("texture");
211 }
212
213 } // namespace GL
214 } // namespace Msp