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Improve bounding sphere handling in Object
[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         update_bounding_sphere();
58 }
59
60 void Object::update_bounding_sphere()
61 {
62         vector<Vector3> points;
63         for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
64         {
65                 const VertexArray &vertices = (*i)->get_vertices();
66
67                 int offset = vertices.get_format().offset(VERTEX3);
68                 bool three = true;
69                 if(offset<0)
70                 {
71                         offset = vertices.get_format().offset(VERTEX2);
72                         three = false;
73                         if(offset<0)
74                                 continue;
75                 }
76
77                 unsigned n_vertices = vertices.size();
78                 points.reserve(points.size()+n_vertices);
79                 for(unsigned j=0; j<n_vertices; ++j)
80                 {
81                         const float *v = vertices[j];
82                         points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
83                 }
84         }
85
86         bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
87 }
88
89 const Mesh *Object::get_mesh(unsigned i) const
90 {
91         if(i>=meshes.size())
92                 return 0;
93
94         return meshes[i].get();
95 }
96
97 void Object::set_technique(const Technique *t)
98 {
99         technique = t;
100         technique.keep();
101 }
102
103 void Object::render(const Tag &tag) const
104 {
105         const RenderPass *pass = get_pass(tag);
106         if(!pass)
107                 return;
108
109         Bind bind_shader(pass->get_shader_program());
110         if(pass->get_shader_data())
111                 pass->get_shader_data()->apply();
112         Bind bind_material(pass->get_material());
113         Bind bind_texturing(pass->get_texturing());
114
115         meshes.front()->draw();
116 }
117
118 void Object::render(Renderer &renderer, const Tag &tag) const
119 {
120         const RenderPass *pass = get_pass(tag);
121         if(!pass)
122                 return;
123
124         Renderer::Push push(renderer);
125         pass->apply(renderer);
126
127         setup_render(renderer, tag);
128         meshes.front()->draw(renderer);
129         finish_render(renderer, tag);
130 }
131
132 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
133 {
134         const RenderPass *pass = get_pass(tag);
135         if(!pass)
136                 return;
137
138         Renderer::Push push(renderer);
139         pass->apply(renderer);
140
141         setup_render(renderer, tag);
142         inst.setup_render(renderer, tag);
143         unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
144         meshes[lod]->draw(renderer);
145         inst.finish_render(renderer, tag);
146         finish_render(renderer, tag);
147 }
148
149 const RenderPass *Object::get_pass(const Tag &tag) const
150 {
151         if(!technique)
152                 throw logic_error("!technique");
153         if(!technique->has_pass(tag))
154                 return 0;
155         return &technique->get_pass(tag);
156 }
157
158 void Object::resource_loaded(Resource &res)
159 {
160         if(!meshes.empty() && &res==meshes.front().get() && bounding_sphere.is_empty())
161                 update_bounding_sphere();
162 }
163
164
165 Object::Loader::Loader(Object &o):
166         DataFile::CollectionObjectLoader<Object>(o, 0)
167 {
168         init();
169 }
170
171 Object::Loader::Loader(Object &o, Collection &c):
172         DataFile::CollectionObjectLoader<Object>(o, &c)
173 {
174         init();
175 }
176
177 void Object::Loader::init()
178 {
179         add("mesh",     &Loader::mesh_inline);
180         add("mesh",     &Loader::mesh_inline_lod);
181         add("mesh",     &Loader::mesh);
182         add("mesh",     &Loader::mesh_lod);
183         add("technique", &Loader::technique_inline);
184         add("technique", &Loader::technique);
185 }
186
187 void Object::Loader::finish()
188 {
189         obj.update_bounding_sphere();
190 }
191
192 void Object::Loader::mesh_inline()
193 {
194         RefPtr<Mesh> msh = new Mesh;
195         load_sub(*msh);
196         obj.meshes.front() = msh;
197 }
198
199 void Object::Loader::mesh_inline_lod(unsigned l)
200 {
201         if(l>obj.meshes.size())
202                 throw out_of_range("Object::Loader::mesh_inline_lod");
203
204         RefPtr<Mesh> msh = new Mesh;
205         load_sub(*msh);
206         if(l==obj.meshes.size())
207                 obj.meshes.push_back(msh);
208         else
209                 obj.meshes[l] = msh;
210 }
211
212 void Object::Loader::mesh(const std::string &n)
213 {
214         obj.set_mesh(&get_collection().get<Mesh>(n));
215 }
216
217 void Object::Loader::mesh_lod(unsigned l, const string &n)
218 {
219         obj.set_mesh(l, &get_collection().get<Mesh>(n));
220 }
221
222 void Object::Loader::technique_inline()
223 {
224         RefPtr<Technique> tech = new Technique;
225         if(coll)
226                 load_sub(*tech, get_collection());
227         else
228                 load_sub(*tech);
229         obj.technique = tech;
230 }
231
232 void Object::Loader::technique(const std::string &n)
233 {
234         obj.set_technique(&get_collection().get<Technique>(n));
235 }
236
237 } // namespace GL
238 } // namespace Msp