1 #include <msp/datafile/collection.h>
2 #include <msp/fs/utils.h>
3 #include <msp/strings/format.h>
8 #include "objectinstance.h"
10 #include "programdata.h"
12 #include "resourcemanager.h"
13 #include "technique.h"
14 #include "texturing.h"
21 Matrix Object::identity_matrix;
28 Object::Object(const Mesh *m, const Technique *t):
36 // TODO should have copy-c'tor to set watch on lod0 mesh if necessary
40 if(lods[0].mesh && lod0_watched)
41 if(ResourceManager *rm = lods[0].mesh->get_manager())
42 rm->unobserve_resource(*lods[0].mesh, *this);
45 Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
48 throw out_of_range(caller);
49 if(i>0 && (!lods[0].mesh || !lods[0].technique))
50 throw invalid_operation(caller);
53 lods.push_back(lods.back());
58 void Object::set_mesh(unsigned i, const Mesh *m)
60 const Mesh *&ptr = get_lod(i, "Object::set_mesh").mesh;
61 if(i==0 && ptr && lod0_watched)
62 if(ResourceManager *rm = ptr->get_manager())
63 rm->unobserve_resource(*ptr, *this);
68 if(ResourceManager *rm = m->get_manager())
70 rm->observe_resource(*m, *this);
74 update_bounding_sphere();
77 void Object::update_bounding_sphere()
79 vector<Vector3> points;
80 for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
82 if(!i->mesh || !i->mesh->is_loaded())
85 const VertexArray &vertices = i->mesh->get_vertices();
87 int offset = vertices.get_format().offset(VERTEX3);
91 offset = vertices.get_format().offset(VERTEX2);
97 unsigned n_vertices = vertices.size();
98 points.reserve(points.size()+n_vertices);
99 for(unsigned j=0; j<n_vertices; ++j)
101 const float *v = vertices[j];
102 points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
106 /* Don't touch the bounding sphere if we had no vertices to avoid
107 overwriting a possible hint. */
111 bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
114 const Mesh *Object::get_mesh(unsigned i) const
122 void Object::set_technique(unsigned i, const Technique *t)
124 get_lod(i, "Object::set_technique").technique = t;
127 const Technique *Object::get_technique(unsigned i) const
132 return lods[i].technique;
135 void Object::render(Renderer &renderer, Tag tag) const
137 const RenderPass *pass = get_pass(tag, 0);
141 const Mesh *mesh = lods.front().mesh;
143 throw logic_error("no mesh");
145 Renderer::Push push(renderer);
146 pass->apply(renderer);
148 setup_render(renderer, tag);
149 mesh->draw(renderer);
150 finish_render(renderer, tag);
153 void Object::render(Renderer &renderer, const ObjectInstance &inst, Tag tag) const
155 unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
156 const RenderPass *pass = get_pass(tag, lod);
160 const Mesh *mesh = lods[lod].mesh;
162 throw logic_error("no mesh");
164 Renderer::Push push(renderer);
165 pass->apply(renderer);
167 setup_render(renderer, tag);
168 inst.setup_render(renderer, tag);
169 mesh->draw(renderer);
170 inst.finish_render(renderer, tag);
171 finish_render(renderer, tag);
174 const RenderPass *Object::get_pass(Tag tag, unsigned lod) const
176 const Technique *tech = lods[lod].technique;
178 throw logic_error("no technique");
179 return tech->find_pass(tag);
182 void Object::resource_loaded(Resource &res)
184 if(&res==lods.front().mesh && bounding_sphere.is_empty())
185 update_bounding_sphere();
188 void Object::resource_removed(Resource &res)
190 if(&res==lods.front().mesh)
191 lod0_watched = false;
195 Object::Loader::Loader(Object &o):
201 Object::Loader::Loader(Object &o, Collection &c):
207 void Object::Loader::init()
209 add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
210 add("level_of_detail", &Loader::level_of_detail);
213 void Object::Loader::finish()
215 obj.update_bounding_sphere();
218 void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
220 obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
223 void Object::Loader::level_of_detail(unsigned i)
225 LodLoader ldr(obj, i, coll);
230 Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
231 DataFile::CollectionObjectLoader<Object>(o, c),
233 lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
235 add("mesh", &LodLoader::mesh_inline);
236 add("mesh", &LodLoader::mesh);
237 add("technique", &LodLoader::technique_inline);
238 add("technique", &LodLoader::technique);
241 void Object::LodLoader::mesh(const string &n)
243 obj.set_mesh(index, &get_collection().get<Mesh>(n));
246 void Object::LodLoader::mesh_inline()
248 RefPtr<Mesh> msh = new Mesh;
250 get_collection().add(format("%s/lod%d.mesh", FS::basename(get_source()), index), msh.get());
251 lod.mesh = msh.release();
254 void Object::LodLoader::technique(const string &n)
256 obj.set_technique(index, &get_collection().get<Technique>(n));
259 void Object::LodLoader::technique_inline()
261 RefPtr<Technique> tech = new Technique;
262 Technique::Loader ldr(*tech, get_collection());
263 string name = format("%s/lod%d.tech", FS::basename(get_source()), index);
264 ldr.set_inline_base_name(name);
265 load_sub(*tech, get_collection());
266 get_collection().add(name, tech.get());
267 lod.technique = tech.release();