-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_OBJECT_H_
#define MSP_GL_OBJECT_H_
#include <vector>
-#include <msp/datafile/collection.h>
-#include "objectpass.h"
+#include "bindable.h"
#include "renderable.h"
+#include "renderpass.h"
+#include "resourcewatcher.h"
namespace Msp {
namespace GL {
class Material;
class Mesh;
class ObjectInstance;
-class Program;
-class ProgramData;
+class Technique;
class Texture;
/**
-Stores data for a complete 3D object. This includes a mesh, a shader and data
-for it and a number of textures. Only the mesh is mandatory, other components
-are optional.
+Combines a Mesh with a Technique to give it an appearance. The Technique will
+define which render passes the Object supports.
-See also 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;
- std::vector<Texture *> textures;
- std::map<unsigned, ObjectPass> passes;
- Material *material;
- ObjectPass *normal_pass;
+ struct LevelOfDetail;
-public:
- class Loader: public DataFile::Loader
+ class LodLoader: public DataFile::CollectionObjectLoader<Object>
{
+ private:
+ unsigned index;
+ LevelOfDetail &lod;
+
public:
- typedef DataFile::Collection Collection;
+ LodLoader(Object &, unsigned, Collection *);
- protected:
- Object &obj;
- Collection &coll;
private:
- std::vector<std::string> textures;
-
+ void mesh(const std::string &);
+ void mesh_inline();
+ void technique(const std::string &);
+ void technique_inline();
+ };
+
+public:
+ class Loader: public LodLoader
+ {
public:
+ Loader(Object &);
Loader(Object &, Collection &);
- ~Loader();
-
- Object &get_object() const { return obj; }
- Collection &get_collection() const { return coll; }
private:
- void lod_mesh(unsigned, const std::string &);
- void material_inline();
- void mesh(const std::string &);
- void pass(const std::string &);
- void shader(const std::string &);
- void texture(const std::string &);
+ void init();
+ virtual void finish();
+
+ 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;
+
+public:
Object();
+ Object(const Mesh *, const Technique *);
~Object();
- virtual bool has_pass(const Tag &) const;
- const ObjectPass &get_pass(const Tag &) const;
-
- /**
- 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.
- */
- void render(const std::list<const ObjectInstance *> &, const Tag &tag=Tag()) const;
private:
- void setup_render(const ObjectPass &) const;
- void finish_render(const ObjectPass &) const;
- void render(const ObjectPass &, const ObjectInstance *) const;
- void render(const ObjectPass &, const std::list<const ObjectInstance *> &) 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(const Tag &tag = Tag()) const;
+
+ 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 &);
};
} // namespace GL