]> git.tdb.fi Git - libs/gl.git/blob - source/object.cpp
Remove some deprecated stuff
[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 // Avoid synthesizing ~RefPtr in files including object.h
29 Object::~Object()
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 void Object::update_bounding_sphere()
45 {
46         vector<Vector3> points;
47         for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
48         {
49                 const VertexArray &vertices = (*i)->get_vertices();
50                 int offset = vertices.get_format().offset(VERTEX3);
51                 if(offset<0)
52                 {
53                         // TODO Handle two-dimensional meshes
54                         bounding_sphere = Geometry::BoundingSphere<float, 3>();
55                         return;
56                 }
57
58                 unsigned n_vertices = vertices.size();
59                 points.reserve(points.size()+n_vertices);
60                 for(unsigned j=0; j<n_vertices; ++j)
61                 {
62                         const float *v = vertices[j];
63                         points.push_back(Vector3(v[offset], v[offset+1], v[offset+2]));
64                 }
65         }
66
67         bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
68 }
69
70 const Mesh *Object::get_mesh(unsigned i) const
71 {
72         if(i>=meshes.size())
73                 return 0;
74
75         return meshes[i].get();
76 }
77
78 void Object::set_technique(const Technique *t)
79 {
80         technique = t;
81         technique.keep();
82 }
83
84 void Object::render(const Tag &tag) const
85 {
86         const RenderPass *pass = get_pass(tag);
87         if(!pass)
88                 return;
89
90         Bind bind_shader(pass->get_shader_program());
91         if(pass->get_shader_data())
92                 pass->get_shader_data()->apply();
93         Bind bind_material(pass->get_material());
94         Bind bind_texturing(pass->get_texturing());
95
96         meshes.front()->draw();
97 }
98
99 void Object::render(Renderer &renderer, const Tag &tag) const
100 {
101         const RenderPass *pass = get_pass(tag);
102         if(!pass)
103                 return;
104
105         Renderer::Push push(renderer);
106         pass->apply(renderer);
107
108         setup_render(renderer, tag);
109         meshes.front()->draw(renderer);
110         finish_render(renderer, tag);
111 }
112
113 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
114 {
115         const RenderPass *pass = get_pass(tag);
116         if(!pass)
117                 return;
118
119         Renderer::Push push(renderer);
120         pass->apply(renderer);
121
122         setup_render(renderer, tag);
123         inst.setup_render(renderer, tag);
124         unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
125         meshes[lod]->draw(renderer);
126         inst.finish_render(renderer, tag);
127         finish_render(renderer, tag);
128 }
129
130 const RenderPass *Object::get_pass(const Tag &tag) const
131 {
132         if(!technique)
133                 throw logic_error("!technique");
134         if(!technique->has_pass(tag))
135                 return 0;
136         return &technique->get_pass(tag);
137 }
138
139
140 Object::Loader::Loader(Object &o):
141         DataFile::CollectionObjectLoader<Object>(o, 0)
142 {
143         init();
144 }
145
146 Object::Loader::Loader(Object &o, Collection &c):
147         DataFile::CollectionObjectLoader<Object>(o, &c)
148 {
149         init();
150 }
151
152 void Object::Loader::init()
153 {
154         add("mesh",     &Loader::mesh_inline);
155         add("mesh",     &Loader::mesh_inline_lod);
156         add("mesh",     &Loader::mesh);
157         add("mesh",     &Loader::mesh_lod);
158         add("technique", &Loader::technique_inline);
159         add("technique", &Loader::technique);
160 }
161
162 void Object::Loader::finish()
163 {
164         obj.update_bounding_sphere();
165 }
166
167 void Object::Loader::mesh_inline()
168 {
169         RefPtr<Mesh> msh = new Mesh;
170         load_sub(*msh);
171         obj.meshes.front() = msh;
172 }
173
174 void Object::Loader::mesh_inline_lod(unsigned l)
175 {
176         if(l>obj.meshes.size())
177                 throw out_of_range("Object::Loader::mesh_inline_lod");
178
179         RefPtr<Mesh> msh = new Mesh;
180         load_sub(*msh);
181         if(l==obj.meshes.size())
182                 obj.meshes.push_back(msh);
183         else
184                 obj.meshes[l] = msh;
185 }
186
187 void Object::Loader::mesh(const std::string &n)
188 {
189         obj.set_mesh(&get_collection().get<Mesh>(n));
190 }
191
192 void Object::Loader::mesh_lod(unsigned l, const string &n)
193 {
194         obj.set_mesh(l, &get_collection().get<Mesh>(n));
195 }
196
197 void Object::Loader::technique_inline()
198 {
199         RefPtr<Technique> tech = new Technique;
200         if(coll)
201                 load_sub(*tech, get_collection());
202         else
203                 load_sub(*tech);
204         obj.technique = tech;
205 }
206
207 void Object::Loader::technique(const std::string &n)
208 {
209         obj.set_technique(&get_collection().get<Technique>(n));
210 }
211
212 } // namespace GL
213 } // namespace Msp