-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_OBJECT_H_
#define MSP_GL_OBJECT_H_
#include "bindable.h"
#include "renderable.h"
#include "renderpass.h"
+#include "resourcewatcher.h"
namespace Msp {
namespace GL {
class Texture;
/**
-Stores a Mesh together with a Technique to determine its appearance.
+Combines a Mesh with a Technique to give it an appearance. The Technique will
+define which render passes the Object supports.
-It is possible to use a single Object for rendering multiple identical or
-similar objects. See class ObjectInstance.
+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
+class Object: public Renderable, private ResourceWatcher
{
private:
- std::vector<Mesh *> meshes;
- Technique *technique;
- bool own_mesh:1;
- bool own_technique:1;
+ 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 &);
Loader(Object &, Collection &);
private:
void init();
+ virtual void finish();
- private:
- void lod_mesh(unsigned, const std::string &);
- void mesh();
- void mesh(const std::string &);
- void technique();
+ void bounding_sphere_hint(float, float, float, float);
+ void level_of_detail(unsigned);
+ };
+
+private:
+ 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();
- const Technique *get_technique() const { return technique; }
-
- /**
- Renders the object. A tag can be provided to render a non-default pass.
- */
- virtual void render(const Tag &tag = Tag()) const;
-
- /**
- Renders the object with an instance. The instance's hook functions are
- called before and after drawing the mesh. A tag may also be given to render
- a non-default pass.
- */
- virtual void render(const ObjectInstance &, const Tag &tag = Tag()) const;
-
- /**
- Renders multiple instances of the object in one go. This may improve
- performance, as the object-specific render setup only has to be done once.
- Each instance's hook functions will be called before and after drawing the
- mesh.
- */
- template<typename Iter>
- void render(Iter begin, Iter end, const Tag &tag = Tag()) const
- {
- const RenderPass *pass = get_pass(tag);
- if(!pass)
- return;
-
- Bind bind(*pass);
- for(Iter i=begin; i!=end; ++i)
- render_instance(**i, tag);
- }
private:
- const RenderPass *get_pass(const Tag &) const;
- void render_instance(const ObjectInstance &, const Tag &) const;
+ 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;
+
+ /** 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 render(Renderer &, const Tag & = Tag()) const;
+
+ /** Renders an instance of the object. The instance's hook functions are
+ called before and after drawing the mesh. */
+ virtual void render(Renderer &, const ObjectInstance &, const Tag & = Tag()) const;
+
+protected:
+ virtual void setup_render(Renderer &, const Tag &) const { }
+ virtual void finish_render(Renderer &, const Tag &) const { }
+
+private:
+ const RenderPass *get_pass(const Tag &, unsigned) const;
+
+ virtual void resource_loaded(Resource &);
+ virtual void resource_removed(Resource &);
};
} // namespace GL