]> git.tdb.fi Git - libs/gl.git/blobdiff - source/object.cpp
Don't crash in bounding sphere generation if an object has a null mesh
[libs/gl.git] / source / object.cpp
index 2423fcdab3fa353c47639484953e07cef1a68a5f..d48b0843fb9f3b73591588631429ce09e2709a8c 100644 (file)
@@ -1,22 +1,15 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
-#include "except.h"
+#include <msp/strings/format.h>
 #include "material.h"
 #include "mesh.h"
 #include "object.h"
 #include "objectinstance.h"
 #include "program.h"
 #include "programdata.h"
+#include "renderer.h"
+#include "resourcemanager.h"
 #include "technique.h"
-#include "texture.h"
-#include "texunit.h"
+#include "texturing.h"
 
 using namespace std;
 
@@ -24,54 +17,151 @@ namespace Msp {
 namespace GL {
 
 Object::Object():
-       meshes(1),
-       technique(0),
-       own_mesh(false),
-       own_technique(false)
+       meshes(1)
 { }
 
+Object::Object(const Mesh *m, const Technique *t)
+{
+       set_mesh(m);
+       set_technique(t);
+}
+
+// Avoid synthesizing ~RefPtr in files including object.h
 Object::~Object()
 {
-       if(own_technique)
-               delete technique;
-       if(own_mesh)
-               delete meshes[0];
+       if(meshes[0])
+               if(ResourceManager *rm = meshes[0]->get_manager())
+                       rm->unwatch_resource(*meshes[0], *this);
+}
+
+void Object::set_mesh(unsigned i, const Mesh *m)
+{
+       if(i>meshes.size())
+               throw out_of_range("Object::set_mesh");
+
+       if(i==meshes.size())
+               meshes.push_back(m);
+       else
+       {
+               if(i==0 && meshes[i])
+                       if(ResourceManager *rm = meshes[i]->get_manager())
+                               rm->unwatch_resource(*meshes[i], *this);
+               meshes[i] = m;
+       }
+       meshes[i].keep();
+
+       if(i==0 && m)
+               if(ResourceManager *rm = m->get_manager())
+                       rm->watch_resource(*m, *this);
+
+       update_bounding_sphere();
+}
+
+void Object::update_bounding_sphere()
+{
+       vector<Vector3> points;
+       for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
+       {
+               if(!*i)
+                       continue;
+
+               const VertexArray &vertices = (*i)->get_vertices();
+
+               int offset = vertices.get_format().offset(VERTEX3);
+               bool three = true;
+               if(offset<0)
+               {
+                       offset = vertices.get_format().offset(VERTEX2);
+                       three = false;
+                       if(offset<0)
+                               continue;
+               }
+
+               unsigned n_vertices = vertices.size();
+               points.reserve(points.size()+n_vertices);
+               for(unsigned j=0; j<n_vertices; ++j)
+               {
+                       const float *v = vertices[j];
+                       points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
+               }
+       }
+
+       bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
+}
+
+const Mesh *Object::get_mesh(unsigned i) const
+{
+       if(i>=meshes.size())
+               return 0;
+
+       return meshes[i].get();
+}
+
+void Object::set_technique(const Technique *t)
+{
+       technique = t;
+       technique.keep();
 }
 
 void Object::render(const Tag &tag) const
 {
-       const RenderPass *pass=get_pass(tag);
+       const RenderPass *pass = get_pass(tag);
        if(!pass)
                return;
 
-       Bind bind(*pass);
-       meshes[0]->draw();
+       Bind bind_shader(pass->get_shader_program());
+       if(pass->get_shader_data())
+               pass->get_shader_data()->apply();
+       Bind bind_material(pass->get_material());
+       Bind bind_texturing(pass->get_texturing());
+
+       meshes.front()->draw();
+}
+
+void Object::render(Renderer &renderer, const Tag &tag) const
+{
+       const RenderPass *pass = get_pass(tag);
+       if(!pass)
+               return;
+
+       Renderer::Push push(renderer);
+       pass->apply(renderer);
+
+       setup_render(renderer, tag);
+       meshes.front()->draw(renderer);
+       finish_render(renderer, tag);
 }
 
-void Object::render(const ObjectInstance &inst, const Tag &tag) const
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
 {
-       const RenderPass *pass=get_pass(tag);
+       const RenderPass *pass = get_pass(tag);
        if(!pass)
                return;
 
-       Bind bind(*pass);
-       render_instance(inst, tag);
-       meshes[0]->draw();
+       Renderer::Push push(renderer);
+       pass->apply(renderer);
+
+       setup_render(renderer, tag);
+       inst.setup_render(renderer, tag);
+       unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
+       meshes[lod]->draw(renderer);
+       inst.finish_render(renderer, tag);
+       finish_render(renderer, tag);
 }
 
 const RenderPass *Object::get_pass(const Tag &tag) const
 {
+       if(!technique)
+               throw logic_error("!technique");
        if(!technique->has_pass(tag))
                return 0;
        return &technique->get_pass(tag);
 }
 
-void Object::render_instance(const ObjectInstance &inst, const Tag &tag) const
+void Object::resource_loaded(Resource &res)
 {
-       inst.setup_render(tag);
-       unsigned lod=min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
-       meshes[lod]->draw();
-       inst.finish_render(tag);
+       if(!meshes.empty() && &res==meshes.front().get() && bounding_sphere.is_empty())
+               update_bounding_sphere();
 }
 
 
@@ -89,49 +179,62 @@ Object::Loader::Loader(Object &o, Collection &c):
 
 void Object::Loader::init()
 {
-       allow_pointer_reload=false;
-
-       add("lod_mesh", &Loader::lod_mesh);
-       add("mesh",     static_cast<void (Loader::*)()>(&Loader::mesh));
-       add("mesh",     static_cast<void (Loader::*)(const std::string &)>(&Loader::mesh));
+       add("mesh",     &Loader::mesh_inline);
+       add("mesh",     &Loader::mesh_inline_lod);
+       add("mesh",     &Loader::mesh);
+       add("mesh",     &Loader::mesh_lod);
+       add("technique", &Loader::technique_inline);
        add("technique", &Loader::technique);
-       add("technique", &Object::technique);
 }
 
-void Object::Loader::lod_mesh(unsigned l, const string &n)
+void Object::Loader::finish()
 {
-       obj.meshes.resize(l+1, 0);
-       obj.meshes[l]=get_collection().get<Mesh>(n);
+       obj.update_bounding_sphere();
 }
 
-void Object::Loader::mesh()
+void Object::Loader::mesh_inline()
 {
-       if(obj.meshes[0])
-               throw InvalidState("A mesh is already loaded");
+       RefPtr<Mesh> msh = new Mesh;
+       load_sub(*msh);
+       obj.meshes.front() = msh;
+}
 
-       RefPtr<Mesh> msh=new Mesh;
+void Object::Loader::mesh_inline_lod(unsigned l)
+{
+       if(l>obj.meshes.size())
+               throw out_of_range("Object::Loader::mesh_inline_lod");
+
+       RefPtr<Mesh> msh = new Mesh;
        load_sub(*msh);
-       obj.meshes[0]=msh.release();
-       obj.own_mesh=true;
+       if(l==obj.meshes.size())
+               obj.meshes.push_back(msh);
+       else
+               obj.meshes[l] = msh;
 }
 
 void Object::Loader::mesh(const std::string &n)
 {
-       if(obj.meshes[0])
-               throw InvalidState("A mesh is already loaded");
+       obj.set_mesh(&get_collection().get<Mesh>(n));
+}
 
-       obj.meshes[0]=get_collection().get<Mesh>(n);
+void Object::Loader::mesh_lod(unsigned l, const string &n)
+{
+       obj.set_mesh(l, &get_collection().get<Mesh>(n));
 }
 
-void Object::Loader::technique()
+void Object::Loader::technique_inline()
 {
-       RefPtr<Technique> tech=new Technique;
+       RefPtr<Technique> tech = new Technique;
        if(coll)
                load_sub(*tech, get_collection());
        else
                load_sub(*tech);
-       obj.technique=tech.release();
-       obj.own_technique=true;
+       obj.technique = tech;
+}
+
+void Object::Loader::technique(const std::string &n)
+{
+       obj.set_technique(&get_collection().get<Technique>(n));
 }
 
 } // namespace GL