-#include <msp/datafile/collection.h>
-#include <msp/strings/format.h>
-#include "error.h"
-#include "material.h"
-#include "mesh.h"
-#include "object.h"
-#include "objectinstance.h"
-#include "program.h"
-#include "programdata.h"
-#include "renderer.h"
-#include "resourcemanager.h"
-#include "technique.h"
-#include "texturing.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Matrix Object::identity_matrix;
-
-Object::Object():
- lods(1),
- lod0_watched(false)
-{ }
-
-Object::Object(const Mesh *m, const Technique *t):
- lods(1),
- lod0_watched(false)
-{
- set_mesh(m);
- set_technique(t);
-}
-
-// TODO should have copy-c'tor to set watch on lod0 mesh if necessary
-
-Object::~Object()
-{
- if(lods[0].mesh && lod0_watched)
- if(ResourceManager *rm = lods[0].mesh->get_manager())
- rm->unobserve_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)
-{
- RefPtr<const Mesh> &ptr = get_lod(i, "Object::set_mesh").mesh;
- if(i==0 && ptr && lod0_watched)
- if(ResourceManager *rm = ptr->get_manager())
- rm->unobserve_resource(*ptr, *this);
- ptr = m;
- ptr.keep();
- lod0_watched = false;
-
- if(i==0 && m)
- if(ResourceManager *rm = m->get_manager())
- {
- rm->observe_resource(*m, *this);
- lod0_watched = true;
- }
-
- update_bounding_sphere();
-}
-
-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>=lods.size())
- return 0;
-
- 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();
-}
-
-const Technique *Object::get_technique(unsigned i) const
-{
- if(i>=lods.size())
- return 0;
-
- return lods[i].technique.get();
-}
-
-void Object::render(Renderer &renderer, const Tag &tag) const
-{
- const RenderPass *pass = get_pass(tag, 0);
- if(!pass)
- return;
-
- Renderer::Push push(renderer);
- pass->apply(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
-{
- 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);
- pass->apply(renderer);
-
- setup_render(renderer, tag);
- inst.setup_render(renderer, tag);
- lods[lod].mesh->draw(renderer);
- inst.finish_render(renderer, tag);
- finish_render(renderer, tag);
-}
-
-const RenderPass *Object::get_pass(const Tag &tag, unsigned lod) const
-{
- const Technique *tech = lods[lod].technique.get();
- if(!tech)
- throw logic_error("no technique");
- if(!tech->has_pass(tag))
- return 0;
- 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):
- LodLoader(o, 0, 0)
-{
- init();
-}
-
-Object::Loader::Loader(Object &o, Collection &c):
- LodLoader(o, 0, &c)
-{
- init();
-}
-
-void Object::Loader::init()
-{
- add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
- add("level_of_detail", &Loader::level_of_detail);
-}
-
-void Object::Loader::finish()
-{
- obj.update_bounding_sphere();
-}
-
-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::level_of_detail(unsigned i)
-{
- LodLoader ldr(obj, i, coll);
- load_sub_with(ldr);
-}
-
-
-Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
- DataFile::CollectionObjectLoader<Object>(o, c),
- index(i),
- lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
-{
- add("mesh", &LodLoader::mesh_inline);
- add("mesh", &LodLoader::mesh);
- add("technique", &LodLoader::technique_inline);
- add("technique", &LodLoader::technique);
-}
-
-void Object::LodLoader::mesh(const string &n)
-{
- obj.set_mesh(index, &get_collection().get<Mesh>(n));
-}
-
-void Object::LodLoader::mesh_inline()
-{
- RefPtr<Mesh> msh = new Mesh;
- load_sub(*msh);
- lod.mesh = msh;
-}
-
-void Object::LodLoader::technique(const std::string &n)
-{
- obj.set_technique(index, &get_collection().get<Technique>(n));
-}
-
-void Object::LodLoader::technique_inline()
-{
- RefPtr<Technique> tech = new Technique;
- if(coll)
- load_sub(*tech, get_collection());
- else
- load_sub(*tech);
- lod.technique = tech;
-}
-
-} // namespace GL
-} // namespace Msp