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Update Object's bounding sphere when mesh is loaded
[libs/gl.git] / source / object.cpp
1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
3 #include "material.h"
4 #include "mesh.h"
5 #include "object.h"
6 #include "objectinstance.h"
7 #include "program.h"
8 #include "programdata.h"
9 #include "renderer.h"
10 #include "resourcemanager.h"
11 #include "technique.h"
12 #include "texturing.h"
13
14 using namespace std;
15
16 namespace Msp {
17 namespace GL {
18
19 Object::Object():
20         meshes(1)
21 { }
22
23 Object::Object(const Mesh *m, const Technique *t)
24 {
25         set_mesh(m);
26         set_technique(t);
27 }
28
29 // Avoid synthesizing ~RefPtr in files including object.h
30 Object::~Object()
31 {
32         if(meshes[0])
33                 if(ResourceManager *rm = meshes[0]->get_manager())
34                         rm->unwatch_resource(*meshes[0], *this);
35 }
36
37 void Object::set_mesh(unsigned i, const Mesh *m)
38 {
39         if(i>meshes.size())
40                 throw out_of_range("Object::set_mesh");
41
42         if(i==meshes.size())
43                 meshes.push_back(m);
44         else
45         {
46                 if(i==0 && meshes[i])
47                         if(ResourceManager *rm = meshes[i]->get_manager())
48                                 rm->unwatch_resource(*meshes[i], *this);
49                 meshes[i] = m;
50         }
51         meshes[i].keep();
52
53         if(i==0 && m)
54                 if(ResourceManager *rm = m->get_manager())
55                         rm->watch_resource(*m, *this);
56 }
57
58 void Object::update_bounding_sphere()
59 {
60         vector<Vector3> points;
61         for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
62         {
63                 const VertexArray &vertices = (*i)->get_vertices();
64                 int offset = vertices.get_format().offset(VERTEX3);
65                 if(offset<0)
66                 {
67                         // TODO Handle two-dimensional meshes
68                         bounding_sphere = Geometry::BoundingSphere<float, 3>();
69                         return;
70                 }
71
72                 unsigned n_vertices = vertices.size();
73                 points.reserve(points.size()+n_vertices);
74                 for(unsigned j=0; j<n_vertices; ++j)
75                 {
76                         const float *v = vertices[j];
77                         points.push_back(Vector3(v[offset], v[offset+1], v[offset+2]));
78                 }
79         }
80
81         bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
82 }
83
84 const Mesh *Object::get_mesh(unsigned i) const
85 {
86         if(i>=meshes.size())
87                 return 0;
88
89         return meshes[i].get();
90 }
91
92 void Object::set_technique(const Technique *t)
93 {
94         technique = t;
95         technique.keep();
96 }
97
98 void Object::render(const Tag &tag) const
99 {
100         const RenderPass *pass = get_pass(tag);
101         if(!pass)
102                 return;
103
104         Bind bind_shader(pass->get_shader_program());
105         if(pass->get_shader_data())
106                 pass->get_shader_data()->apply();
107         Bind bind_material(pass->get_material());
108         Bind bind_texturing(pass->get_texturing());
109
110         meshes.front()->draw();
111 }
112
113 void Object::render(Renderer &renderer, const Tag &tag) const
114 {
115         const RenderPass *pass = get_pass(tag);
116         if(!pass)
117                 return;
118
119         Renderer::Push push(renderer);
120         pass->apply(renderer);
121
122         setup_render(renderer, tag);
123         meshes.front()->draw(renderer);
124         finish_render(renderer, tag);
125 }
126
127 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
128 {
129         const RenderPass *pass = get_pass(tag);
130         if(!pass)
131                 return;
132
133         Renderer::Push push(renderer);
134         pass->apply(renderer);
135
136         setup_render(renderer, tag);
137         inst.setup_render(renderer, tag);
138         unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
139         meshes[lod]->draw(renderer);
140         inst.finish_render(renderer, tag);
141         finish_render(renderer, tag);
142 }
143
144 const RenderPass *Object::get_pass(const Tag &tag) const
145 {
146         if(!technique)
147                 throw logic_error("!technique");
148         if(!technique->has_pass(tag))
149                 return 0;
150         return &technique->get_pass(tag);
151 }
152
153 void Object::resource_loaded(Resource &res)
154 {
155         if(!meshes.empty() && &res==meshes.front().get() && bounding_sphere.is_empty())
156                 update_bounding_sphere();
157 }
158
159
160 Object::Loader::Loader(Object &o):
161         DataFile::CollectionObjectLoader<Object>(o, 0)
162 {
163         init();
164 }
165
166 Object::Loader::Loader(Object &o, Collection &c):
167         DataFile::CollectionObjectLoader<Object>(o, &c)
168 {
169         init();
170 }
171
172 void Object::Loader::init()
173 {
174         add("mesh",     &Loader::mesh_inline);
175         add("mesh",     &Loader::mesh_inline_lod);
176         add("mesh",     &Loader::mesh);
177         add("mesh",     &Loader::mesh_lod);
178         add("technique", &Loader::technique_inline);
179         add("technique", &Loader::technique);
180 }
181
182 void Object::Loader::finish()
183 {
184         obj.update_bounding_sphere();
185 }
186
187 void Object::Loader::mesh_inline()
188 {
189         RefPtr<Mesh> msh = new Mesh;
190         load_sub(*msh);
191         obj.meshes.front() = msh;
192 }
193
194 void Object::Loader::mesh_inline_lod(unsigned l)
195 {
196         if(l>obj.meshes.size())
197                 throw out_of_range("Object::Loader::mesh_inline_lod");
198
199         RefPtr<Mesh> msh = new Mesh;
200         load_sub(*msh);
201         if(l==obj.meshes.size())
202                 obj.meshes.push_back(msh);
203         else
204                 obj.meshes[l] = msh;
205 }
206
207 void Object::Loader::mesh(const std::string &n)
208 {
209         obj.set_mesh(&get_collection().get<Mesh>(n));
210 }
211
212 void Object::Loader::mesh_lod(unsigned l, const string &n)
213 {
214         obj.set_mesh(l, &get_collection().get<Mesh>(n));
215 }
216
217 void Object::Loader::technique_inline()
218 {
219         RefPtr<Technique> tech = new Technique;
220         if(coll)
221                 load_sub(*tech, get_collection());
222         else
223                 load_sub(*tech);
224         obj.technique = tech;
225 }
226
227 void Object::Loader::technique(const std::string &n)
228 {
229         obj.set_technique(&get_collection().get<Technique>(n));
230 }
231
232 } // namespace GL
233 } // namespace Msp