In many cases, it's desirable to include multiple copies of an Object in a
Scene, with different model matrices. ObjectInstances can be used to alter the
rendering of an object on a per-instance basis.
+
+Objects can have multiple levels of detail. The most detailed level has index
+0, with increasing indices having less detail. When rendering an instance, the
+instance's get_level_of_detail method is called to determine which LoD to use.
*/
class Object: public Renderable, private ResourceWatcher
{
+private:
+ struct LevelOfDetail;
+
+ class LodLoader: public DataFile::CollectionObjectLoader<Object>
+ {
+ private:
+ unsigned index;
+ LevelOfDetail &lod;
+
+ public:
+ LodLoader(Object &, unsigned, Collection *);
+
+ private:
+ void mesh(const std::string &);
+ void mesh_inline();
+ void technique(const std::string &);
+ void technique_inline();
+ };
+
public:
- class Loader: public DataFile::CollectionObjectLoader<Object>
+ class Loader: public LodLoader
{
public:
Loader(Object &);
void init();
virtual void finish();
- void mesh_inline();
- void mesh_inline_lod(unsigned);
- void mesh(const std::string &);
- void mesh_lod(unsigned, const std::string &);
- void technique_inline();
- void technique(const std::string &);
+ void bounding_sphere_hint(float, float, float, float);
+ void level_of_detail(unsigned);
};
private:
- std::vector<RefPtr<const Mesh> > meshes;
- RefPtr<const Technique> technique;
+ struct LevelOfDetail
+ {
+ RefPtr<const Mesh> mesh;
+ RefPtr<const Technique> technique;
+ };
+
+ std::vector<LevelOfDetail> lods;
Geometry::BoundingSphere<float, 3> bounding_sphere;
+ bool lod0_watched;
public:
Object();
Object(const Mesh *, const Technique *);
~Object();
+private:
+ LevelOfDetail &get_lod(unsigned, const char *);
+
+public:
+ /** Sets the mesh for the highest level of detail (index 0). */
void set_mesh(const Mesh *m) { set_mesh(0, m); }
+
+ /** Sets the mesh for a given level of detail. Previous LoDs must have been
+ defined. */
void set_mesh(unsigned, const Mesh *);
+
private:
void update_bounding_sphere();
public:
const Mesh *get_mesh(unsigned = 0) const;
- void set_technique(const Technique *);
- const Technique *get_technique() const { return technique.get(); }
+
+ /** Sets the technique for the highest level of detail (index 0). */
+ void set_technique(const Technique *t) { set_technique(0, t); }
+
+ /** Sets the technique for a given level of detail. Previous LoDs must have
+ been defined. */
+ void set_technique(unsigned, const Technique *);
+
+ const Technique *get_technique(unsigned = 0) const;
+ unsigned get_n_lods() const { return lods.size(); }
virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return &bounding_sphere; }
virtual void finish_render(Renderer &, const Tag &) const { }
private:
- const RenderPass *get_pass(const Tag &) const;
+ const RenderPass *get_pass(const Tag &, unsigned) const;
virtual void resource_loaded(Resource &);
+ virtual void resource_removed(Resource &);
};
} // namespace GL