1 #include <msp/datafile/collection.h>
2 #include <msp/fs/utils.h>
3 #include <msp/strings/format.h>
7 #include "objectinstance.h"
9 #include "resourcemanager.h"
10 #include "technique.h"
17 const Matrix Object::identity_matrix;
24 Object::Object(const Mesh *m, const Technique *t):
32 // TODO should have copy-c'tor to set watch on lod0 mesh if necessary
36 if(lods[0].mesh && lod0_watched)
37 if(ResourceManager *rm = lods[0].mesh->get_manager())
38 rm->unobserve_resource(*lods[0].mesh, *this);
41 Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
44 throw out_of_range(caller);
45 if(i>0 && (!lods[0].mesh || !lods[0].technique))
46 throw invalid_operation(caller);
49 lods.push_back(lods.back());
54 void Object::set_mesh(unsigned i, const Mesh *m)
56 const Mesh *&ptr = get_lod(i, "Object::set_mesh").mesh;
57 if(i==0 && ptr && lod0_watched)
58 if(ResourceManager *rm = ptr->get_manager())
59 rm->unobserve_resource(*ptr, *this);
64 if(ResourceManager *rm = m->get_manager())
66 rm->observe_resource(*m, *this);
70 update_bounding_sphere();
73 void Object::update_bounding_sphere()
75 vector<Vector3> points;
76 for(const LevelOfDetail &l: lods)
78 if(!l.mesh || !l.mesh->is_loaded())
81 const VertexArray &vertices = l.mesh->get_vertices();
83 int offset = vertices.get_format().offset(VERTEX3);
87 offset = vertices.get_format().offset(VERTEX2);
93 unsigned n_vertices = vertices.size();
94 points.reserve(points.size()+n_vertices);
95 for(unsigned j=0; j<n_vertices; ++j)
97 const float *v = reinterpret_cast<const float *>(vertices[j]+offset);
98 points.push_back(Vector3(v[0], v[1], (three ? v[2] : 0.0f)));
102 /* Don't touch the bounding sphere if we had no vertices to avoid
103 overwriting a possible hint. */
107 bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
110 const Mesh *Object::get_mesh(unsigned i) const
118 void Object::set_technique(unsigned i, const Technique *t)
120 get_lod(i, "Object::set_technique").technique = t;
123 const Technique *Object::get_technique(unsigned i) const
128 return lods[i].technique;
131 void Object::render(Renderer &renderer, Tag tag) const
133 const RenderMethod *method = get_method(tag, 0);
137 const Mesh *mesh = lods.front().mesh;
139 throw logic_error("no mesh");
141 Renderer::Push push(renderer);
142 method->apply(renderer);
144 setup_render(renderer, tag);
145 mesh->draw(renderer);
146 finish_render(renderer, tag);
149 void Object::render(Renderer &renderer, const ObjectInstance &inst, Tag tag) const
151 unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
152 const RenderMethod *method = get_method(tag, lod);
156 const Mesh *mesh = lods[lod].mesh;
158 throw logic_error("no mesh");
160 Renderer::Push push(renderer);
161 method->apply(renderer);
163 setup_render(renderer, tag);
164 inst.setup_render(renderer, tag);
165 mesh->draw(renderer);
166 inst.finish_render(renderer, tag);
167 finish_render(renderer, tag);
170 const RenderMethod *Object::get_method(Tag tag, unsigned lod) const
172 const Technique *tech = lods[lod].technique;
174 throw logic_error("no technique");
175 return tech->find_method(tag);
178 void Object::resource_loaded(Resource &res)
180 if(&res==lods.front().mesh && bounding_sphere.is_empty())
181 update_bounding_sphere();
184 void Object::resource_removed(Resource &res)
186 if(&res==lods.front().mesh)
187 lod0_watched = false;
191 Object::Loader::Loader(Object &o, Collection &c):
194 add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
195 add("level_of_detail", &Loader::level_of_detail);
198 void Object::Loader::finish()
200 obj.update_bounding_sphere();
203 void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
205 obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
208 void Object::Loader::level_of_detail(unsigned i)
210 LodLoader ldr(obj, i, get_collection());
215 Object::LodLoader::LodLoader(Object &o, unsigned i, Collection &c):
216 DataFile::CollectionObjectLoader<Object>(o, &c),
218 lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
220 add("mesh", &LodLoader::mesh_inline);
221 add("mesh", &LodLoader::mesh);
222 add("technique", &LodLoader::technique_inline);
223 add("technique", &LodLoader::technique);
226 void Object::LodLoader::mesh(const string &n)
228 obj.set_mesh(index, &get_collection().get<Mesh>(n));
231 void Object::LodLoader::mesh_inline()
233 RefPtr<Mesh> msh = new Mesh;
235 get_collection().add(format("%s/lod%d.mesh", FS::basename(get_source()), index), msh.get());
236 lod.mesh = msh.release();
239 void Object::LodLoader::technique(const string &n)
241 obj.set_technique(index, &get_collection().get<Technique>(n));
244 void Object::LodLoader::technique_inline()
246 RefPtr<Technique> tech = new Technique;
247 Technique::Loader ldr(*tech, get_collection());
248 string name = format("%s/lod%d.tech", FS::basename(get_source()), index);
249 ldr.set_inline_base_name(name);
250 load_sub(*tech, get_collection());
251 get_collection().add(name, tech.get());
252 lod.technique = tech.release();