openspades/Sources/Draw/GLModelManager.cpp
Tomoaki Kawada ebd79c0099 Change #include style
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
2016-12-03 18:49:07 +09:00

85 lines
2.1 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLModelManager.h"
#include <Core/Debug.h>
#include <Core/FileManager.h>
#include <Core/IStream.h>
#include <Core/Settings.h>
#include <Core/VoxelModel.h>
#include "GLRenderer.h"
#include "GLVoxelModel.h"
namespace spades {
namespace draw {
GLModelManager::GLModelManager(GLRenderer *r) {
SPADES_MARK_FUNCTION();
renderer = r;
}
GLModelManager::~GLModelManager() {
SPADES_MARK_FUNCTION();
for (std::map<std::string, GLModel *>::iterator it = models.begin(); it != models.end();
it++) {
it->second->Release();
}
}
GLModel *GLModelManager::RegisterModel(const char *name) {
SPADES_MARK_FUNCTION();
std::map<std::string, GLModel *>::iterator it;
it = models.find(std::string(name));
if (it == models.end()) {
GLModel *m = CreateModel(name);
models[name] = m;
m->AddRef();
return m;
}
it->second->AddRef(); // model manager owns this reference
return it->second;
}
GLModel *GLModelManager::CreateModel(const char *name) {
SPADES_MARK_FUNCTION();
VoxelModel *bmp;
IStream *stream = FileManager::OpenForReading(name);
try {
bmp = VoxelModel::LoadKV6(stream);
delete stream;
} catch (...) {
delete stream;
throw;
}
try {
GLModel *model = static_cast<GLModel *>(
renderer->CreateModelOptimized(bmp)); // new GLVoxelModel(bmp, renderer);
bmp->Release();
return model;
} catch (...) {
bmp->Release();
throw;
}
}
}
}