#include <msp/datafile/collection.h>
#include <msp/strings/format.h>
-#include "except.h"
+#include "error.h"
#include "material.h"
#include "mesh.h"
#include "object.h"
#include "program.h"
#include "programdata.h"
#include "renderer.h"
+#include "resourcemanager.h"
#include "technique.h"
#include "texturing.h"
namespace GL {
Object::Object():
- meshes(1)
+ lods(1),
+ lod0_watched(false)
{ }
+Object::Object(const Mesh *m, const Technique *t):
+ lods(1),
+ lod0_watched(false)
+{
+ set_mesh(m);
+ set_technique(t);
+}
+
Object::~Object()
{
+ if(lods[0].mesh && lod0_watched)
+ if(ResourceManager *rm = lods[0].mesh->get_manager())
+ rm->unwatch_resource(*lods[0].mesh, *this);
+}
+
+Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
+{
+ if(i>lods.size())
+ throw out_of_range(caller);
+ if(i>0 && (!lods[0].mesh || !lods[0].technique))
+ throw invalid_operation(caller);
+
+ if(i==lods.size())
+ lods.push_back(lods.back());
+
+ return lods[i];
}
void Object::set_mesh(unsigned i, const Mesh *m)
{
- if(i>meshes.size())
- throw InvalidParameterValue("LODs must be continuous");
+ RefPtr<const Mesh> &ptr = get_lod(i, "Object::set_mesh").mesh;
+ if(i==0 && ptr && lod0_watched)
+ if(ResourceManager *rm = ptr->get_manager())
+ rm->unwatch_resource(*ptr, *this);
+ ptr = m;
+ ptr.keep();
+ lod0_watched = false;
+
+ if(i==0 && m)
+ if(ResourceManager *rm = m->get_manager())
+ {
+ rm->watch_resource(*m, *this);
+ lod0_watched = true;
+ }
+
+ update_bounding_sphere();
+}
- if(i==meshes.size())
- meshes.push_back(m);
- else
- meshes[i] = m;
- meshes[i].keep();
+void Object::update_bounding_sphere()
+{
+ vector<Vector3> points;
+ for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
+ {
+ if(!i->mesh || !i->mesh->is_loaded())
+ continue;
+
+ const VertexArray &vertices = i->mesh->get_vertices();
+
+ int offset = vertices.get_format().offset(VERTEX3);
+ bool three = true;
+ if(offset<0)
+ {
+ offset = vertices.get_format().offset(VERTEX2);
+ three = false;
+ if(offset<0)
+ continue;
+ }
+
+ unsigned n_vertices = vertices.size();
+ points.reserve(points.size()+n_vertices);
+ for(unsigned j=0; j<n_vertices; ++j)
+ {
+ const float *v = vertices[j];
+ points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
+ }
+ }
+
+ /* Don't touch the bounding sphere if we had no vertices to avoid
+ overwriting a possible hint. */
+ if(points.empty())
+ return;
+
+ bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
}
const Mesh *Object::get_mesh(unsigned i) const
{
- if(i>=meshes.size())
+ if(i>=lods.size())
return 0;
- return meshes[i].get();
+ return lods[i].mesh.get();
+}
+
+void Object::set_technique(unsigned i, const Technique *t)
+{
+ RefPtr<const Technique> &ptr = get_lod(i, "Object::set_technique").technique;
+ ptr = t;
+ ptr.keep();
}
-void Object::set_technique(const Technique *t)
+const Technique *Object::get_technique(unsigned i) const
{
- technique = t;
- technique.keep();
+ if(i>=lods.size())
+ return 0;
+
+ return lods[i].technique.get();
}
void Object::render(const Tag &tag) const
{
- const RenderPass *pass = get_pass(tag);
+ const RenderPass *pass = get_pass(tag, 0);
if(!pass)
return;
Bind bind_material(pass->get_material());
Bind bind_texturing(pass->get_texturing());
- meshes.front()->draw();
+ lods.front().mesh->draw();
}
void Object::render(Renderer &renderer, const Tag &tag) const
{
- const RenderPass *pass = get_pass(tag);
+ const RenderPass *pass = get_pass(tag, 0);
if(!pass)
return;
Renderer::Push push(renderer);
- renderer.set_shader(pass->get_shader_program(), pass->get_shader_data());
- renderer.set_material(pass->get_material());
- renderer.set_texturing(pass->get_texturing());
+ pass->apply(renderer);
- meshes.front()->draw(renderer);
+ setup_render(renderer, tag);
+ lods.front().mesh->draw(renderer);
+ finish_render(renderer, tag);
}
void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
{
- const RenderPass *pass = get_pass(tag);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
+ const RenderPass *pass = get_pass(tag, lod);
if(!pass)
return;
Renderer::Push push(renderer);
- renderer.set_shader(pass->get_shader_program(), pass->get_shader_data());
- renderer.set_material(pass->get_material());
- renderer.set_texturing(pass->get_texturing());
+ pass->apply(renderer);
+ setup_render(renderer, tag);
inst.setup_render(renderer, tag);
- unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
- meshes[lod]->draw(renderer);
+ lods[lod].mesh->draw(renderer);
inst.finish_render(renderer, tag);
+ finish_render(renderer, tag);
}
-const RenderPass *Object::get_pass(const Tag &tag) const
+const RenderPass *Object::get_pass(const Tag &tag, unsigned lod) const
{
- if(!technique || !technique->has_pass(tag))
+ const Technique *tech = lods[lod].technique.get();
+ if(!tech)
+ throw logic_error("no technique");
+ if(!tech->has_pass(tag))
return 0;
- return &technique->get_pass(tag);
+ return &tech->get_pass(tag);
+}
+
+void Object::resource_loaded(Resource &res)
+{
+ if(&res==lods.front().mesh.get() && bounding_sphere.is_empty())
+ update_bounding_sphere();
+}
+
+void Object::resource_removed(Resource &res)
+{
+ if(&res==lods.front().mesh.get())
+ lod0_watched = false;
}
Object::Loader::Loader(Object &o):
- DataFile::CollectionObjectLoader<Object>(o, 0)
+ LodLoader(o, 0, 0)
{
init();
}
Object::Loader::Loader(Object &o, Collection &c):
- DataFile::CollectionObjectLoader<Object>(o, &c)
+ LodLoader(o, 0, &c)
{
init();
}
void Object::Loader::init()
{
- allow_pointer_reload = false;
+ add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
+ add("level_of_detail", &Loader::level_of_detail);
+}
- add("mesh", &Loader::mesh_inline);
- add("mesh", &Loader::mesh_inline_lod);
- add("mesh", &Loader::mesh);
- add("mesh", &Loader::mesh_lod);
- add("technique", &Loader::technique_inline);
- add("technique", &Loader::technique);
+void Object::Loader::finish()
+{
+ obj.update_bounding_sphere();
+}
- // Deprecated alias, will be removed
- add("lod_mesh", &Loader::mesh_lod);
+void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
+{
+ obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
}
-void Object::Loader::mesh_inline()
+void Object::Loader::level_of_detail(unsigned i)
{
- RefPtr<Mesh> msh = new Mesh;
- load_sub(*msh);
- obj.meshes.front() = msh;
+ LodLoader ldr(obj, i, coll);
+ load_sub_with(ldr);
}
-void Object::Loader::mesh_inline_lod(unsigned l)
+
+Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
+ DataFile::CollectionObjectLoader<Object>(o, c),
+ index(i),
+ lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
{
- if(l>obj.meshes.size())
- throw InvalidParameterValue("LODs must be continuous");
+ add("mesh", &LodLoader::mesh_inline);
+ add("mesh", &LodLoader::mesh);
+ add("technique", &LodLoader::technique_inline);
+ add("technique", &LodLoader::technique);
+}
- RefPtr<Mesh> msh = new Mesh;
- load_sub(*msh);
- if(l==obj.meshes.size())
- obj.meshes.push_back(msh);
- else
- obj.meshes[l] = msh;
+void Object::LodLoader::mesh(const string &n)
+{
+ obj.set_mesh(index, &get_collection().get<Mesh>(n));
}
-void Object::Loader::mesh(const std::string &n)
+void Object::LodLoader::mesh_inline()
{
- obj.set_mesh(get_collection().get<Mesh>(n));
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ lod.mesh = msh;
}
-void Object::Loader::mesh_lod(unsigned l, const string &n)
+void Object::LodLoader::technique(const std::string &n)
{
- obj.set_mesh(l, get_collection().get<Mesh>(n));
+ obj.set_technique(index, &get_collection().get<Technique>(n));
}
-void Object::Loader::technique_inline()
+void Object::LodLoader::technique_inline()
{
RefPtr<Technique> tech = new Technique;
if(coll)
load_sub(*tech, get_collection());
else
load_sub(*tech);
- obj.technique = tech;
-}
-
-void Object::Loader::technique(const std::string &n)
-{
- obj.set_technique(get_collection().get<Technique>(n));
+ lod.technique = tech;
}
} // namespace GL