1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
7 #include "objectinstance.h"
9 #include "programdata.h"
11 #include "resourcemanager.h"
12 #include "technique.h"
13 #include "texturing.h"
25 Object::Object(const Mesh *m, const Technique *t):
33 // TODO should have copy-c'tor to set watch on lod0 mesh if necessary
37 if(lods[0].mesh && lod0_watched)
38 if(ResourceManager *rm = lods[0].mesh->get_manager())
39 rm->unwatch_resource(*lods[0].mesh, *this);
42 Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
45 throw out_of_range(caller);
46 if(i>0 && (!lods[0].mesh || !lods[0].technique))
47 throw invalid_operation(caller);
50 lods.push_back(lods.back());
55 void Object::set_mesh(unsigned i, const Mesh *m)
57 RefPtr<const Mesh> &ptr = get_lod(i, "Object::set_mesh").mesh;
58 if(i==0 && ptr && lod0_watched)
59 if(ResourceManager *rm = ptr->get_manager())
60 rm->unwatch_resource(*ptr, *this);
66 if(ResourceManager *rm = m->get_manager())
68 rm->watch_resource(*m, *this);
72 update_bounding_sphere();
75 void Object::update_bounding_sphere()
77 vector<Vector3> points;
78 for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
80 if(!i->mesh || !i->mesh->is_loaded())
83 const VertexArray &vertices = i->mesh->get_vertices();
85 int offset = vertices.get_format().offset(VERTEX3);
89 offset = vertices.get_format().offset(VERTEX2);
95 unsigned n_vertices = vertices.size();
96 points.reserve(points.size()+n_vertices);
97 for(unsigned j=0; j<n_vertices; ++j)
99 const float *v = vertices[j];
100 points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
104 /* Don't touch the bounding sphere if we had no vertices to avoid
105 overwriting a possible hint. */
109 bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
112 const Mesh *Object::get_mesh(unsigned i) const
117 return lods[i].mesh.get();
120 void Object::set_technique(unsigned i, const Technique *t)
122 RefPtr<const Technique> &ptr = get_lod(i, "Object::set_technique").technique;
127 const Technique *Object::get_technique(unsigned i) const
132 return lods[i].technique.get();
135 void Object::render(Renderer &renderer, const Tag &tag) const
137 const RenderPass *pass = get_pass(tag, 0);
141 Renderer::Push push(renderer);
142 pass->apply(renderer);
144 setup_render(renderer, tag);
145 lods.front().mesh->draw(renderer);
146 finish_render(renderer, tag);
149 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
151 unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
152 const RenderPass *pass = get_pass(tag, lod);
156 Renderer::Push push(renderer);
157 pass->apply(renderer);
159 setup_render(renderer, tag);
160 inst.setup_render(renderer, tag);
161 lods[lod].mesh->draw(renderer);
162 inst.finish_render(renderer, tag);
163 finish_render(renderer, tag);
166 const RenderPass *Object::get_pass(const Tag &tag, unsigned lod) const
168 const Technique *tech = lods[lod].technique.get();
170 throw logic_error("no technique");
171 if(!tech->has_pass(tag))
173 return &tech->get_pass(tag);
176 void Object::resource_loaded(Resource &res)
178 if(&res==lods.front().mesh.get() && bounding_sphere.is_empty())
179 update_bounding_sphere();
182 void Object::resource_removed(Resource &res)
184 if(&res==lods.front().mesh.get())
185 lod0_watched = false;
189 Object::Loader::Loader(Object &o):
195 Object::Loader::Loader(Object &o, Collection &c):
201 void Object::Loader::init()
203 add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
204 add("level_of_detail", &Loader::level_of_detail);
207 void Object::Loader::finish()
209 obj.update_bounding_sphere();
212 void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
214 obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
217 void Object::Loader::level_of_detail(unsigned i)
219 LodLoader ldr(obj, i, coll);
224 Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
225 DataFile::CollectionObjectLoader<Object>(o, c),
227 lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
229 add("mesh", &LodLoader::mesh_inline);
230 add("mesh", &LodLoader::mesh);
231 add("technique", &LodLoader::technique_inline);
232 add("technique", &LodLoader::technique);
235 void Object::LodLoader::mesh(const string &n)
237 obj.set_mesh(index, &get_collection().get<Mesh>(n));
240 void Object::LodLoader::mesh_inline()
242 RefPtr<Mesh> msh = new Mesh;
247 void Object::LodLoader::technique(const std::string &n)
249 obj.set_technique(index, &get_collection().get<Technique>(n));
252 void Object::LodLoader::technique_inline()
254 RefPtr<Technique> tech = new Technique;
256 load_sub(*tech, get_collection());
259 lod.technique = tech;