X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.cpp;h=1852f91b50222ead401dfa177605c31d9d1ee21b;hp=2026e3d58f3d0b658ed4b3bdba7fe9d211d6ffd1;hb=71240e5c5ef7165313664ee9fe81df95c0eff10b;hpb=5658c6ea1a5caf1b408366cebf785f79d650ff53 diff --git a/source/object.cpp b/source/object.cpp index 2026e3d5..1852f91b 100644 --- a/source/object.cpp +++ b/source/object.cpp @@ -1,197 +1,264 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include -#include "except.h" +#include +#include +#include "error.h" #include "material.h" #include "mesh.h" #include "object.h" #include "objectinstance.h" -#include "objectpass.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; namespace Msp { namespace GL { +Matrix Object::identity_matrix; + Object::Object(): - meshes(1, static_cast(0)), - technique(0), - main_texture(0), - material(0) + lods(1), + lod0_watched(false) { } -Object::~Object() +Object::Object(const Mesh *m, const Technique *t): + lods(1), + lod0_watched(false) { + set_mesh(m); + set_technique(t); } -bool Object::has_pass(const Tag &tag) const -{ - if(technique) - return technique->has_pass(tag); - else - return tag.id==0; -} +// TODO should have copy-c'tor to set watch on lod0 mesh if necessary -void Object::render(const Tag &tag) const +Object::~Object() { - const ObjectPass *pass=get_pass(tag); - setup_render(pass); - meshes[0]->draw(); - finish_render(pass); + if(lods[0].mesh && lod0_watched) + if(ResourceManager *rm = lods[0].mesh->get_manager()) + rm->unwatch_resource(*lods[0].mesh, *this); } -void Object::render(const ObjectInstance &inst, const Tag &tag) const +Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller) { - const ObjectPass *pass=get_pass(tag); - setup_render(pass); - render_instance(inst, tag); - meshes[0]->draw(); - finish_render(pass); -} + if(i>lods.size()) + throw out_of_range(caller); + if(i>0 && (!lods[0].mesh || !lods[0].technique)) + throw invalid_operation(caller); -const ObjectPass *Object::get_pass(const Tag &tag) const -{ - if(technique) - return &technique->get_pass(tag); - else if(tag.id==0) - return 0; - throw KeyError("Unknown pass"); + if(i==lods.size()) + lods.push_back(lods.back()); + + return lods[i]; } -void Object::setup_render(const ObjectPass *pass) const +void Object::set_mesh(unsigned i, const Mesh *m) { - if(!meshes[0]) - throw InvalidState("Trying to render Object without mesh"); + RefPtr &ptr = get_lod(i, "Object::set_mesh").mesh; + if(i==0 && ptr && lod0_watched) + if(ResourceManager *rm = ptr->get_manager()) + rm->unwatch_resource(*ptr, *this); + ptr = m; + ptr.keep(); + lod0_watched = false; - if(pass && pass->shprog) - { - pass->shprog->bind(); - pass->shdata->apply(); - for(unsigned i=0; iget_manager()) { - TexUnit::activate(i); - textures[i]->bind(); + rm->watch_resource(*m, *this); + lod0_watched = true; } - } - else if(main_texture && (!pass || pass->use_textures)) - main_texture->bind(); - if(material) - material->bind(); + update_bounding_sphere(); } -void Object::finish_render(const ObjectPass *pass) const +void Object::update_bounding_sphere() { - if(pass && pass->shprog) + vector points; + for(vector::const_iterator i=lods.begin(); i!=lods.end(); ++i) { - Program::unbind(); - for(unsigned i=textures.size(); i--;) + if(!i->mesh || !i->mesh->is_loaded()) + continue; + + const VertexArray &vertices = i->mesh->get_vertices(); + + int offset = vertices.get_format().offset(VERTEX3); + bool three = true; + if(offset<0) { - TexUnit::activate(i); - Texture::unbind(); + 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::from_point_cloud(points.begin(), points.end()); } -void Object::render_instance(const ObjectInstance &inst, const Tag &tag) const +const Mesh *Object::get_mesh(unsigned i) const { - inst.setup_render(tag); - unsigned lod=min(inst.get_level_of_detail(), meshes.size()-1); - meshes[lod]->draw(); - inst.finish_render(tag); + if(i>=lods.size()) + return 0; + + return lods[i].mesh.get(); } +void Object::set_technique(unsigned i, const Technique *t) +{ + RefPtr &ptr = get_lod(i, "Object::set_technique").technique; + ptr = t; + ptr.keep(); +} -Object::Loader::Loader(Object &o, Collection &c): - obj(o), - coll(c) +const Technique *Object::get_technique(unsigned i) const { - add("lod_mesh", &Loader::lod_mesh); - add("material", &Object::material); - add("material_inline", &Loader::material_inline); - add("mesh", &Loader::mesh); - add("shader_texture", &Loader::shader_texture); - add("technique", &Loader::technique); - add("texture", &Loader::texture); + if(i>=lods.size()) + return 0; + + return lods[i].technique.get(); } -void Object::Loader::finish() +void Object::render(Renderer &renderer, const Tag &tag) const { - if(obj.technique && !obj.main_texture) - obj.main_texture=obj.technique->get_main_texture(); - for(unsigned i=0; iget_texture(i); - if(!obj.textures[i]) - throw Exception("Object does not specify all textures required by Technique"); - } - } + const RenderPass *pass = get_pass(tag, 0); + if(!pass) + return; + + Renderer::Push push(renderer); + pass->apply(renderer); + + setup_render(renderer, tag); + lods.front().mesh->draw(renderer); + finish_render(renderer, tag); } -void Object::Loader::lod_mesh(unsigned l, const string &n) +void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const { - obj.meshes.resize(l+1, 0); - obj.meshes[l]=coll.get(n); + unsigned lod = min(inst.get_level_of_detail(renderer), lods.size()-1); + const RenderPass *pass = get_pass(tag, lod); + if(!pass) + return; + + Renderer::Push push(renderer); + pass->apply(renderer); + + setup_render(renderer, tag); + inst.setup_render(renderer, tag); + lods[lod].mesh->draw(renderer); + inst.finish_render(renderer, tag); + finish_render(renderer, tag); } -void Object::Loader::material_inline() +const RenderPass *Object::get_pass(const Tag &tag, unsigned lod) const { - RefPtr mat=new Material; - load_sub(*mat); - coll.add(format("_%p", mat.get()), mat.get()); - obj.material=mat.release(); + const Technique *tech = lods[lod].technique.get(); + if(!tech) + throw logic_error("no technique"); + if(!tech->has_pass(tag)) + return 0; + return &tech->get_pass(tag); } -void Object::Loader::mesh(const string &n) +void Object::resource_loaded(Resource &res) { - obj.meshes[0]=coll.get(n); + if(&res==lods.front().mesh.get() && bounding_sphere.is_empty()) + update_bounding_sphere(); } -void Object::Loader::shader_texture(const string &n) +void Object::resource_removed(Resource &res) { - if(!obj.technique) - throw InvalidState("Can't specify shader textures without a Technique"); + if(&res==lods.front().mesh.get()) + lod0_watched = false; +} - unsigned eqsign=n.find('='); - if(eqsign==string::npos) - throw InvalidParameterValue("Must specify texture slot name"); - obj.textures[obj.technique->get_texture_index(n.substr(0, eqsign))]=coll.get(n.substr(eqsign+1)); +Object::Loader::Loader(Object &o): + LodLoader(o, 0, 0) +{ + init(); } -void Object::Loader::technique(const string &n) +Object::Loader::Loader(Object &o, Collection &c): + LodLoader(o, 0, &c) { - obj.technique=coll.get(n); - obj.textures.resize(obj.technique->get_n_textures()); - obj.material=obj.technique->get_material(); + init(); } -void Object::Loader::texture(const string &n) +void Object::Loader::init() { - if(obj.main_texture) - throw Exception("Only one main texture may be specified"); + add("bounding_sphere_hint", &Loader::bounding_sphere_hint); + add("level_of_detail", &Loader::level_of_detail); +} - Texture *tex=coll.get(n); - if(obj.technique) - obj.textures[obj.technique->get_texture_index("texture")]=tex; - obj.main_texture=tex; +void Object::Loader::finish() +{ + obj.update_bounding_sphere(); +} + +void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r) +{ + obj.bounding_sphere = Geometry::BoundingSphere(Vector3(x, y, z), r); +} + +void Object::Loader::level_of_detail(unsigned i) +{ + LodLoader ldr(obj, i, coll); + load_sub_with(ldr); +} + + +Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c): + DataFile::CollectionObjectLoader(o, c), + index(i), + lod(obj.get_lod(index, "Object::LodLoader::LodLoader")) +{ + add("mesh", &LodLoader::mesh_inline); + add("mesh", &LodLoader::mesh); + add("technique", &LodLoader::technique_inline); + add("technique", &LodLoader::technique); +} + +void Object::LodLoader::mesh(const string &n) +{ + obj.set_mesh(index, &get_collection().get(n)); +} + +void Object::LodLoader::mesh_inline() +{ + RefPtr msh = new Mesh; + load_sub(*msh); + lod.mesh = msh; +} + +void Object::LodLoader::technique(const std::string &n) +{ + obj.set_technique(index, &get_collection().get(n)); +} + +void Object::LodLoader::technique_inline() +{ + RefPtr tech = new Technique; + if(coll) + load_sub(*tech, get_collection()); + else + load_sub(*tech); + lod.technique = tech; } } // namespace GL