-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/strings/formatter.h>
-#include "except.h"
+#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 "objectpass.h"
#include "program.h"
#include "programdata.h"
-#include "texture.h"
-#include "texunit.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():
- meshes(1, static_cast<Mesh *>(0)),
- material(0)
+ lods(1),
+ lod0_watched(false)
+{ }
+
+Object::Object(const Mesh *m, const Technique *t):
+ lods(1),
+ lod0_watched(false)
{
- normal_pass=&passes[""];
+ set_mesh(m);
+ set_technique(t);
}
+// TODO should have copy-c'tor to set watch on lod0 mesh if necessary
+
Object::~Object()
{
- for(map<string, ObjectPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
- delete i->second.shdata;
+ if(lods[0].mesh && lod0_watched)
+ if(ResourceManager *rm = lods[0].mesh->get_manager())
+ rm->unobserve_resource(*lods[0].mesh, *this);
}
-bool Object::has_pass(const string &pn) const
+Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
{
- return passes.count(pn);
-}
+ if(i>lods.size())
+ throw out_of_range(caller);
+ if(i>0 && (!lods[0].mesh || !lods[0].technique))
+ throw invalid_operation(caller);
-const ObjectPass &Object::get_pass(const string &pn) const
-{
- map<string, ObjectPass>::const_iterator i=passes.find(pn);
- if(i==passes.end())
- throw KeyError("Unknown pass");
- return i->second;
-}
+ if(i==lods.size())
+ lods.push_back(lods.back());
-void Object::render(const ObjectInstance *inst) const
-{
- render(*normal_pass, inst);
+ return lods[i];
}
-void Object::render(const string &pn, const ObjectInstance *inst) const
+void Object::set_mesh(unsigned i, const Mesh *m)
{
- render(get_pass(pn), inst);
-}
+ 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;
+ }
-void Object::render(const list<const ObjectInstance *> &insts) const
-{
- render(*normal_pass, insts);
+ update_bounding_sphere();
}
-void Object::render(const string &pn, const list<const ObjectInstance *> &insts) const
+void Object::update_bounding_sphere()
{
- render(get_pass(pn), insts);
-}
+ vector<Vector3> points;
+ for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
+ {
+ if(!i->mesh || !i->mesh->is_loaded())
+ continue;
-void Object::setup_render(const ObjectPass &pass) const
-{
- if(!meshes[0])
- throw InvalidState("Trying to render Object without mesh");
+ const VertexArray &vertices = i->mesh->get_vertices();
- if(pass.shprog)
- {
- pass.shprog->bind();
- pass.shdata->apply();
- for(unsigned i=0; i<textures.size(); ++i)
+ int offset = vertices.get_format().offset(VERTEX3);
+ bool three = true;
+ if(offset<0)
{
- TexUnit::activate(i);
- textures[i]->bind();
+ 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)));
}
}
- else if(!textures.empty())
- textures.front()->bind();
- if(material)
- material->apply();
+ /* 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());
}
-void Object::finish_render(const ObjectPass &pass) const
+const Mesh *Object::get_mesh(unsigned i) const
{
- if(pass.shprog)
- Program::unbind();
- for(unsigned i=textures.size(); i--;)
- {
- TexUnit::activate(i);
- Texture::unbind();
- }
+ if(i>=lods.size())
+ return 0;
+
+ return lods[i].mesh.get();
}
-void Object::render(const ObjectPass &pass, const ObjectInstance *inst) const
+void Object::set_technique(unsigned i, const Technique *t)
{
- setup_render(pass);
+ RefPtr<const Technique> &ptr = get_lod(i, "Object::set_technique").technique;
+ ptr = t;
+ ptr.keep();
+}
- unsigned lod=0;
- if(inst)
- {
- inst->setup_render(pass);
- lod=min(inst->get_level_of_detail(), meshes.size()-1);
- }
+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;
- meshes[lod]->draw();
+ const Mesh *mesh = lods.front().mesh.get();
+ if (!mesh)
+ throw logic_error("no mesh");
- if(inst)
- inst->finish_render(pass);
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
- finish_render(pass);
+ setup_render(renderer, tag);
+ mesh->draw(renderer);
+ finish_render(renderer, tag);
}
-void Object::render(const ObjectPass &pass, const list<const ObjectInstance *> &insts) const
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
{
- setup_render(pass);
-
- for(list<const ObjectInstance *>::const_iterator i=insts.begin(); i!=insts.end(); ++i)
- {
- (*i)->setup_render(pass);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
+ const RenderPass *pass = get_pass(tag, lod);
+ if(!pass)
+ return;
+
+ const Mesh *mesh = lods[lod].mesh.get();
+ if (!mesh)
+ throw logic_error("no mesh");
+
+ Renderer::Push push(renderer);
+ pass->apply(renderer);
+
+ setup_render(renderer, tag);
+ inst.setup_render(renderer, tag);
+ mesh->draw(renderer);
+ inst.finish_render(renderer, tag);
+ finish_render(renderer, tag);
+}
- unsigned lod=min((*i)->get_level_of_detail(), meshes.size()-1);
- meshes[lod]->draw();
+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");
+ return tech->find_pass(tag);
+}
- (*i)->finish_render(pass);
- }
+void Object::resource_loaded(Resource &res)
+{
+ if(&res==lods.front().mesh.get() && bounding_sphere.is_empty())
+ update_bounding_sphere();
+}
- finish_render(pass);
+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):
- obj(o),
- coll(c)
+ LodLoader(o, 0, &c)
{
- add("lod_mesh", &Loader::lod_mesh);
- add("material", &Object::material);
- add("material_inline", &Loader::material_inline);
- add("mesh", &Loader::mesh);
- add("pass", &Loader::pass);
- add("shader", &Loader::shader);
- add("texture", &Loader::texture);
+ init();
}
-Object::Loader::~Loader()
+void Object::Loader::init()
{
- for(map<string, ObjectPass>::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
- if(i->second.shdata)
- {
- for(unsigned j=0; j<textures.size(); ++j)
- i->second.shdata->uniform(i->second.shprog->get_uniform_location(textures[j]), static_cast<int>(j));
- }
+ add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
+ add("level_of_detail", &Loader::level_of_detail);
}
-void Object::Loader::lod_mesh(unsigned l, const string &n)
+void Object::Loader::finish()
{
- obj.meshes.resize(l+1, 0);
- obj.meshes[l]=coll.get<Mesh>(n);
+ obj.update_bounding_sphere();
}
-void Object::Loader::material_inline()
+void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
{
- throw Exception("material_inline not supported yet");
- /*RefPtr<Material> mat=new Material;
- load_sub(*mat);
- coll.add(format("%p%p", &obj, mat.get()), mat.get());
- obj.material=mat.release();*/
+ obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
}
-void Object::Loader::mesh(const string &n)
+void Object::Loader::level_of_detail(unsigned i)
{
- obj.meshes[0]=coll.get<Mesh>(n);
+ LodLoader ldr(obj, i, coll);
+ load_sub_with(ldr);
}
-void Object::Loader::pass(const string &n)
+
+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(obj.passes.count(n))
- throw KeyError("Duplicate pass name");
- ObjectPass p;
- load_sub(p, coll);
- obj.passes[n]=p;
+ add("mesh", &LodLoader::mesh_inline);
+ add("mesh", &LodLoader::mesh);
+ add("technique", &LodLoader::technique_inline);
+ add("technique", &LodLoader::technique);
}
-void Object::Loader::shader(const string &n)
+void Object::LodLoader::mesh(const string &n)
{
- Program *shprog=coll.get<Program>(n);
- if(shprog) // Allow for unsupported shaders
- {
- RefPtr<ProgramData> shdata=new ProgramData;
- load_sub(*shdata, *shprog);
+ obj.set_mesh(index, &get_collection().get<Mesh>(n));
+}
- obj.normal_pass->shprog=shprog;
- if(obj.normal_pass->shdata)
- delete obj.normal_pass->shdata;
- obj.normal_pass->shdata=shdata.release();
- }
+void Object::LodLoader::mesh_inline()
+{
+ RefPtr<Mesh> msh = new Mesh;
+ load_sub(*msh);
+ lod.mesh = msh;
}
-void Object::Loader::texture(const string &n)
+void Object::LodLoader::technique(const std::string &n)
{
- unsigned eqsign=n.find('=');
- if(eqsign!=string::npos)
- {
- obj.textures.push_back(coll.get<Texture>(n.substr(eqsign+1)));
- textures.push_back(n.substr(0, eqsign));
- }
+ 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
- {
- obj.textures.push_back(coll.get<Texture>(n));
- textures.push_back(n);
- }
+ load_sub(*tech);
+ lod.technique = tech;
}
} // namespace GL