]> git.tdb.fi Git - libs/gl.git/blobdiff - source/object.cpp
Inherit Loaders from the ObjectLoader classes
[libs/gl.git] / source / object.cpp
index 7250caf8f9bc22272c4e859882ee17229298f97a..f2d1f8bf74a9781c64d829e2f7950513296dbae1 100644 (file)
@@ -5,6 +5,7 @@ Copyright © 2007  Mikko Rasa, Mikkosoft Productions
 Distributed under the LGPL
 */
 
+#include <msp/datafile/collection.h>
 #include <msp/strings/formatter.h>
 #include "except.h"
 #include "material.h"
@@ -14,6 +15,7 @@ Distributed under the LGPL
 #include "objectpass.h"
 #include "program.h"
 #include "programdata.h"
+#include "technique.h"
 #include "texture.h"
 #include "texunit.h"
 
@@ -24,200 +26,178 @@ namespace GL {
 
 Object::Object():
        meshes(1, static_cast<Mesh *>(0)),
+       technique(0),
+       main_texture(0),
        material(0)
-{
-       normal_pass=&passes[""];
-}
+{ }
 
 Object::~Object()
 {
-       for(map<string, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
-               delete i->second.shdata;
 }
 
-bool Object::has_pass(const string &pn) const
+void Object::render(const Tag &tag) const
 {
-       return passes.count(pn);
-}
+       if(!can_render(tag))
+               return;
 
-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;
+       const ObjectPass *pass=get_pass(tag);
+       setup_render(pass);
+       meshes[0]->draw();
+       finish_render(pass);
 }
 
-void Object::render(const ObjectInstance *inst) const
+void Object::render(const ObjectInstance &inst, const Tag &tag) const
 {
-       render(*normal_pass, inst);
-}
+       if(!can_render(tag))
+               return;
 
-void Object::render(const string &pn, const ObjectInstance *inst) const
-{
-       render(get_pass(pn), inst);
+       const ObjectPass *pass=get_pass(tag);
+       setup_render(pass);
+       render_instance(inst, tag);
+       meshes[0]->draw();
+       finish_render(pass);
 }
 
-void Object::render(const list<const ObjectInstance *> &insts) const
+bool Object::can_render(const Tag &tag) const
 {
-       render(*normal_pass, insts);
+       if(technique)
+               return technique->has_pass(tag);
+       else
+               return tag.id==0;
 }
 
-void Object::render(const string &pn, const list<const ObjectInstance *> &insts) const
+const ObjectPass *Object::get_pass(const Tag &tag) const
 {
-       render(get_pass(pn), insts);
+       if(technique)
+               return &technique->get_pass(tag);
+       else if(tag.id==0)
+               return 0;
+       throw KeyError("Unknown pass");
 }
 
-void Object::setup_render(const ObjectPass &pass) const
+void Object::setup_render(const ObjectPass *pass) const
 {
        if(!meshes[0])
                throw InvalidState("Trying to render Object without mesh");
 
-       if(pass.shprog)
+       if(pass && pass->shprog)
        {
-               pass.shprog->bind();
-               pass.shdata->apply();
+               pass->shprog->bind();
+               pass->shdata->apply();
                for(unsigned i=0; i<textures.size(); ++i)
                {
                        TexUnit::activate(i);
                        textures[i]->bind();
                }
        }
-       else if(!textures.empty())
-               textures.front()->bind();
+       else if(main_texture && (!pass || pass->use_textures))
+               main_texture->bind();
 
        if(material)
-               material->apply();
-}
-
-void Object::finish_render(const ObjectPass &pass) const
-{
-       if(pass.shprog)
-               Program::unbind();
-       for(unsigned i=textures.size(); i--;)
-       {
-               TexUnit::activate(i);
-               Texture::unbind();
-       }
+               material->bind();
 }
 
-void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
+void Object::finish_render(const ObjectPass *pass) const
 {
-       setup_render(pass);
-
-       unsigned lod=0;
-       if(inst)
+       if(pass && pass->shprog)
        {
-               inst->setup_render(pass);
-               lod=min(inst->get_level_of_detail(), meshes.size()-1);
+               Program::unbind();
+               for(unsigned i=textures.size(); i--;)
+               {
+                       TexUnit::activate(i);
+                       Texture::unbind();
+               }
        }
+       else if(main_texture)
+               Texture::unbind();
 
-       meshes[lod]->draw();
-
-       if(inst)
-               inst->finish_render(pass);
-
-       finish_render(pass);
+       if(material)
+               Material::unbind();
 }
 
-void Object::render(const ObjectPass &pass, const list<const ObjectInstance *> &insts) const
+void Object::render_instance(const ObjectInstance &inst, const Tag &tag) 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);
+       inst.setup_render(tag);
+       unsigned lod=min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
+       meshes[lod]->draw();
+       inst.finish_render(tag);
 }
 
 
 Object::Loader::Loader(Object &o, Collection &c):
-       obj(o),
-       coll(c)
+       DataFile::CollectionObjectLoader<Object>(o, &c)
 {
        add("lod_mesh", &Loader::lod_mesh);
        add("material", &Object::material);
        add("material_inline", &Loader::material_inline);
        add("mesh",     &Loader::mesh);
-       add("pass",     &Loader::pass);
-       add("shader",   &Loader::shader);
+       add("shader_texture", &Loader::shader_texture);
+       add("technique", &Loader::technique);
        add("texture",  &Loader::texture);
 }
 
-Object::Loader::~Loader()
+void Object::Loader::finish()
 {
-       for(map<string, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
-               if(i->second.shdata)
+       if(obj.technique && !obj.main_texture)
+               obj.main_texture=obj.technique->get_main_texture();
+       for(unsigned i=0; i<obj.textures.size(); ++i)
+       {
+               if(!obj.textures[i])
                {
-                       for(unsigned j=0; j<textures.size(); ++j)
-                               i->second.shdata->uniform(i->second.shprog->get_uniform_location(textures[j]), static_cast<int>(j));
+                       obj.textures[i]=obj.technique->get_texture(i);
+                       if(!obj.textures[i])
+                               throw Exception("Object does not specify all textures required by Technique");
                }
+       }
 }
 
 void Object::Loader::lod_mesh(unsigned l, const string &n)
 {
        obj.meshes.resize(l+1, 0);
-       obj.meshes[l]=&coll.get<Mesh>(n);
+       obj.meshes[l]=coll->get<Mesh>(n);
 }
 
 void Object::Loader::material_inline()
 {
-       throw Exception("material_inline not supported yet");
-       /*RefPtr<Material> mat=new Material;
+       RefPtr<Material> mat=new Material;
        load_sub(*mat);
-       coll.add(format("%p%p", &obj, mat.get()), mat.get());
-       obj.material=mat.release();*/
+       coll->add(format("_%p", mat.get()), mat.get());
+       obj.material=mat.release();
 }
 
 void Object::Loader::mesh(const string &n)
 {
-       obj.meshes[0]=&coll.get<Mesh>(n);
+       obj.meshes[0]=coll->get<Mesh>(n);
 }
 
-void Object::Loader::pass(const string &n)
+void Object::Loader::shader_texture(const string &n)
 {
-       if(obj.passes.count(n))
-               throw KeyError("Duplicate pass name");
-       ObjectPass p;
-       load_sub(p, coll);
-       obj.passes[n]=p;
+       if(!obj.technique)
+               throw InvalidState("Can't specify shader textures without a Technique");
+
+       string::size_type eqsign=n.find('=');
+       if(eqsign==string::npos)
+               throw InvalidParameterValue("Must specify texture slot name");
+
+       obj.textures[obj.technique->get_texture_index(n.substr(0, eqsign))]=coll->get<Texture>(n.substr(eqsign+1));
 }
 
-void Object::Loader::shader(const string &n)
+void Object::Loader::technique(const string &n)
 {
-       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();
-       }
+       obj.technique=coll->get<Technique>(n);
+       obj.textures.resize(obj.technique->get_n_textures());
+       obj.material=obj.technique->get_material();
 }
 
 void Object::Loader::texture(const string &n)
 {
-       unsigned eqsign=n.find('=');
-       if(eqsign!=string::npos)
-       {
-               obj.textures.push_back(&coll.get<Texture>(n.substr(eqsign+1)));
-               textures.push_back(n.substr(0, eqsign));
-       }
-       else
-       {
-               obj.textures.push_back(&coll.get<Texture>(n));
-               textures.push_back(n);
-       }
+       if(obj.main_texture)
+               throw Exception("Only one main texture may be specified");
+
+       Texture *tex=coll->get<Texture>(n);
+       if(obj.technique)
+               obj.textures[obj.technique->get_texture_index("texture")]=tex;
+       obj.main_texture=tex;
 }
 
 } // namespace GL