1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
6 #include "objectinstance.h"
8 #include "programdata.h"
10 #include "resourcemanager.h"
11 #include "technique.h"
12 #include "texturing.h"
23 Object::Object(const Mesh *m, const Technique *t)
29 // Avoid synthesizing ~RefPtr in files including object.h
33 if(ResourceManager *rm = meshes[0]->get_manager())
34 rm->unwatch_resource(*meshes[0], *this);
37 void Object::set_mesh(unsigned i, const Mesh *m)
40 throw out_of_range("Object::set_mesh");
47 if(ResourceManager *rm = meshes[i]->get_manager())
48 rm->unwatch_resource(*meshes[i], *this);
54 if(ResourceManager *rm = m->get_manager())
55 rm->watch_resource(*m, *this);
58 void Object::update_bounding_sphere()
60 vector<Vector3> points;
61 for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
63 const VertexArray &vertices = (*i)->get_vertices();
64 int offset = vertices.get_format().offset(VERTEX3);
67 // TODO Handle two-dimensional meshes
68 bounding_sphere = Geometry::BoundingSphere<float, 3>();
72 unsigned n_vertices = vertices.size();
73 points.reserve(points.size()+n_vertices);
74 for(unsigned j=0; j<n_vertices; ++j)
76 const float *v = vertices[j];
77 points.push_back(Vector3(v[offset], v[offset+1], v[offset+2]));
81 bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
84 const Mesh *Object::get_mesh(unsigned i) const
89 return meshes[i].get();
92 void Object::set_technique(const Technique *t)
98 void Object::render(const Tag &tag) const
100 const RenderPass *pass = get_pass(tag);
104 Bind bind_shader(pass->get_shader_program());
105 if(pass->get_shader_data())
106 pass->get_shader_data()->apply();
107 Bind bind_material(pass->get_material());
108 Bind bind_texturing(pass->get_texturing());
110 meshes.front()->draw();
113 void Object::render(Renderer &renderer, const Tag &tag) const
115 const RenderPass *pass = get_pass(tag);
119 Renderer::Push push(renderer);
120 pass->apply(renderer);
122 setup_render(renderer, tag);
123 meshes.front()->draw(renderer);
124 finish_render(renderer, tag);
127 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
129 const RenderPass *pass = get_pass(tag);
133 Renderer::Push push(renderer);
134 pass->apply(renderer);
136 setup_render(renderer, tag);
137 inst.setup_render(renderer, tag);
138 unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
139 meshes[lod]->draw(renderer);
140 inst.finish_render(renderer, tag);
141 finish_render(renderer, tag);
144 const RenderPass *Object::get_pass(const Tag &tag) const
147 throw logic_error("!technique");
148 if(!technique->has_pass(tag))
150 return &technique->get_pass(tag);
153 void Object::resource_loaded(Resource &res)
155 if(!meshes.empty() && &res==meshes.front().get() && bounding_sphere.is_empty())
156 update_bounding_sphere();
160 Object::Loader::Loader(Object &o):
161 DataFile::CollectionObjectLoader<Object>(o, 0)
166 Object::Loader::Loader(Object &o, Collection &c):
167 DataFile::CollectionObjectLoader<Object>(o, &c)
172 void Object::Loader::init()
174 add("mesh", &Loader::mesh_inline);
175 add("mesh", &Loader::mesh_inline_lod);
176 add("mesh", &Loader::mesh);
177 add("mesh", &Loader::mesh_lod);
178 add("technique", &Loader::technique_inline);
179 add("technique", &Loader::technique);
182 void Object::Loader::finish()
184 obj.update_bounding_sphere();
187 void Object::Loader::mesh_inline()
189 RefPtr<Mesh> msh = new Mesh;
191 obj.meshes.front() = msh;
194 void Object::Loader::mesh_inline_lod(unsigned l)
196 if(l>obj.meshes.size())
197 throw out_of_range("Object::Loader::mesh_inline_lod");
199 RefPtr<Mesh> msh = new Mesh;
201 if(l==obj.meshes.size())
202 obj.meshes.push_back(msh);
207 void Object::Loader::mesh(const std::string &n)
209 obj.set_mesh(&get_collection().get<Mesh>(n));
212 void Object::Loader::mesh_lod(unsigned l, const string &n)
214 obj.set_mesh(l, &get_collection().get<Mesh>(n));
217 void Object::Loader::technique_inline()
219 RefPtr<Technique> tech = new Technique;
221 load_sub(*tech, get_collection());
224 obj.technique = tech;
227 void Object::Loader::technique(const std::string &n)
229 obj.set_technique(&get_collection().get<Technique>(n));