]> git.tdb.fi Git - libs/gl.git/blobdiff - source/object.cpp
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[libs/gl.git] / source / object.cpp
index 0469c31a99629187f17ce7d5dde803823636bb2e..7250caf8f9bc22272c4e859882ee17229298f97a 100644 (file)
@@ -5,11 +5,13 @@ Copyright © 2007  Mikko Rasa, Mikkosoft Productions
 Distributed under the LGPL
 */
 
+#include <msp/strings/formatter.h>
 #include "except.h"
 #include "material.h"
 #include "mesh.h"
 #include "object.h"
 #include "objectinstance.h"
+#include "objectpass.h"
 #include "program.h"
 #include "programdata.h"
 #include "texture.h"
@@ -21,57 +23,60 @@ namespace Msp {
 namespace GL {
 
 Object::Object():
-       mesh(0),
-       shprog(0),
-       shdata(0),
+       meshes(1, static_cast<Mesh *>(0)),
        material(0)
-{ }
+{
+       normal_pass=&passes[""];
+}
 
 Object::~Object()
 {
-       delete shdata;
+       for(map<string, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
+               delete i->second.shdata;
 }
 
-void Object::render(const ObjectInstance *inst) const
+bool Object::has_pass(const string &pn) const
 {
-       setup_render();
-
-       if(inst)
-               inst->setup_render();
+       return passes.count(pn);
+}
 
-       mesh->draw();
+const ObjectPass &Object::get_pass(const string &pn) const
+{
+       map<string, ObjectPass>::const_iterator i=passes.find(pn);
+       if(i==passes.end())
+               throw KeyError("Unknown pass");
+       return i->second;
+}
 
-       if(inst)
-               inst->finish_render();
+void Object::render(const ObjectInstance *inst) const
+{
+       render(*normal_pass, inst);
+}
 
-       finish_render();
+void Object::render(const string &pn, const ObjectInstance *inst) const
+{
+       render(get_pass(pn), inst);
 }
 
 void Object::render(const list<const ObjectInstance *> &insts) const
 {
-       setup_render();
-
-       for(list<const ObjectInstance *>::const_iterator i=insts.begin(); i!=insts.end(); ++i)
-       {
-               (*i)->setup_render();
-
-               mesh->draw();
-
-               (*i)->finish_render();
-       }
+       render(*normal_pass, insts);
+}
 
-       finish_render();
+void Object::render(const string &pn, const list<const ObjectInstance *> &insts) const
+{
+       render(get_pass(pn), insts);
 }
 
-void Object::setup_render() const
+void Object::setup_render(const ObjectPass &pass) const
 {
-       if(!mesh)
+       if(!meshes[0])
                throw InvalidState("Trying to render Object without mesh");
 
-       if(shprog)
+       if(pass.shprog)
        {
-               shprog->bind();
-               shdata->apply();
+               pass.shprog->bind();
+               pass.shdata->apply();
                for(unsigned i=0; i<textures.size(); ++i)
                {
                        TexUnit::activate(i);
@@ -85,42 +90,119 @@ void Object::setup_render() const
                material->apply();
 }
 
-void Object::finish_render() const
+void Object::finish_render(const ObjectPass &pass) const
 {
-       if(shprog)
+       if(pass.shprog)
                Program::unbind();
-       for(unsigned i=0; i<textures.size(); ++i)
+       for(unsigned i=textures.size(); i--;)
        {
                TexUnit::activate(i);
                Texture::unbind();
        }
 }
 
+void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
+{
+       setup_render(pass);
+
+       unsigned lod=0;
+       if(inst)
+       {
+               inst->setup_render(pass);
+               lod=min(inst->get_level_of_detail(), meshes.size()-1);
+       }
+
+       meshes[lod]->draw();
+
+       if(inst)
+               inst->finish_render(pass);
+
+       finish_render(pass);
+}
+
+void Object::render(const ObjectPass &pass, const list<const ObjectInstance *> &insts) const
+{
+       setup_render(pass);
+
+       for(list<const ObjectInstance *>::const_iterator i=insts.begin(); i!=insts.end(); ++i)
+       {
+               (*i)->setup_render(pass);
+
+               unsigned lod=min((*i)->get_level_of_detail(), meshes.size()-1);
+               meshes[lod]->draw();
+
+               (*i)->finish_render(pass);
+       }
+
+       finish_render(pass);
+}
+
 
 Object::Loader::Loader(Object &o, Collection &c):
        obj(o),
        coll(c)
 {
+       add("lod_mesh", &Loader::lod_mesh);
        add("material", &Object::material);
-       add("mesh",     &Object::mesh);
+       add("material_inline", &Loader::material_inline);
+       add("mesh",     &Loader::mesh);
+       add("pass",     &Loader::pass);
        add("shader",   &Loader::shader);
        add("texture",  &Loader::texture);
 }
 
 Object::Loader::~Loader()
 {
-       if(obj.shdata)
-       {
-               for(unsigned i=0; i<textures.size(); ++i)
-                       obj.shdata->uniform(obj.shprog->get_uniform_location(textures[i]), static_cast<int>(i));
-       }
+       for(map<string, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+               if(i->second.shdata)
+               {
+                       for(unsigned j=0; j<textures.size(); ++j)
+                               i->second.shdata->uniform(i->second.shprog->get_uniform_location(textures[j]), static_cast<int>(j));
+               }
+}
+
+void Object::Loader::lod_mesh(unsigned l, const string &n)
+{
+       obj.meshes.resize(l+1, 0);
+       obj.meshes[l]=&coll.get<Mesh>(n);
+}
+
+void Object::Loader::material_inline()
+{
+       throw Exception("material_inline not supported yet");
+       /*RefPtr<Material> mat=new Material;
+       load_sub(*mat);
+       coll.add(format("%p%p", &obj, mat.get()), mat.get());
+       obj.material=mat.release();*/
+}
+
+void Object::Loader::mesh(const string &n)
+{
+       obj.meshes[0]=&coll.get<Mesh>(n);
+}
+
+void Object::Loader::pass(const string &n)
+{
+       if(obj.passes.count(n))
+               throw KeyError("Duplicate pass name");
+       ObjectPass p;
+       load_sub(p, coll);
+       obj.passes[n]=p;
 }
 
 void Object::Loader::shader(const string &n)
 {
-       obj.shprog=&coll.get<Program>(n);
-       if(!obj.shdata)
-               obj.shdata=new ProgramData;
+       Program *shprog=&coll.get<Program>(n);
+       if(shprog)  // Allow for unsupported shaders
+       {
+               RefPtr<ProgramData> shdata=new ProgramData;
+               load_sub(*shdata, *shprog);
+
+               obj.normal_pass->shprog=shprog;
+               if(obj.normal_pass->shdata)
+                       delete obj.normal_pass->shdata;
+               obj.normal_pass->shdata=shdata.release();
+       }
 }
 
 void Object::Loader::texture(const string &n)