#include "mesh.h"
#include "object.h"
#include "objectinstance.h"
-#include "objectpass.h"
#include "program.h"
#include "programdata.h"
#include "technique.h"
Object::Object():
meshes(1),
- own_technique(false),
- technique(0)
+ technique(0),
+ own_mesh(false),
+ own_technique(false)
{ }
Object::~Object()
{
if(own_technique)
delete technique;
+ if(own_mesh)
+ delete meshes[0];
}
void Object::render(const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
void Object::render(const ObjectInstance &inst, const Tag &tag) const
{
- const RenderPass *pass=get_pass(tag);
+ const RenderPass *pass = get_pass(tag);
if(!pass)
return;
void Object::render_instance(const ObjectInstance &inst, const Tag &tag) const
{
inst.setup_render(tag);
- unsigned lod=min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
meshes[lod]->draw();
inst.finish_render(tag);
}
+Object::Loader::Loader(Object &o):
+ DataFile::CollectionObjectLoader<Object>(o, 0)
+{
+ init();
+}
+
Object::Loader::Loader(Object &o, Collection &c):
DataFile::CollectionObjectLoader<Object>(o, &c)
{
+ init();
+}
+
+void Object::Loader::init()
+{
+ allow_pointer_reload = false;
+
add("lod_mesh", &Loader::lod_mesh);
- add("mesh", &Loader::mesh);
+ add("mesh", static_cast<void (Loader::*)()>(&Loader::mesh));
+ add("mesh", static_cast<void (Loader::*)(const std::string &)>(&Loader::mesh));
add("technique", &Loader::technique);
add("technique", &Object::technique);
}
void Object::Loader::lod_mesh(unsigned l, const string &n)
{
obj.meshes.resize(l+1, 0);
- obj.meshes[l]=get_collection().get<Mesh>(n);
+ obj.meshes[l] = get_collection().get<Mesh>(n);
+}
+
+void Object::Loader::mesh()
+{
+ if(obj.meshes[0])
+ throw InvalidState("A mesh is already loaded");
+
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ obj.meshes[0] = msh.release();
+ obj.own_mesh = true;
}
-void Object::Loader::mesh(const string &n)
+void Object::Loader::mesh(const std::string &n)
{
- obj.meshes[0]=get_collection().get<Mesh>(n);
+ if(obj.meshes[0])
+ throw InvalidState("A mesh is already loaded");
+
+ obj.meshes[0] = get_collection().get<Mesh>(n);
}
void Object::Loader::technique()
{
- RefPtr<Technique> tch=new Technique;
- load_sub(*tch, get_collection());
- obj.technique=tch.release();
- obj.own_technique=true;
+ RefPtr<Technique> tech = new Technique;
+ if(coll)
+ load_sub(*tech, get_collection());
+ else
+ load_sub(*tech);
+ obj.technique = tech.release();
+ obj.own_technique = true;
}
} // namespace GL