X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=48e3045930559fd354af6d868a935100a2fab09d;hp=8a707665c8871132e4c555f8a9fc88b5108a10c6;hb=56beca9d8b4f7b4edac81411d31e24df88e84ac3;hpb=904de4f7fd994886adbd3a6c03bc1b7c14ebc562 diff --git a/source/object.h b/source/object.h index 8a707665..48e30459 100644 --- a/source/object.h +++ b/source/object.h @@ -5,6 +5,7 @@ #include "bindable.h" #include "renderable.h" #include "renderpass.h" +#include "resourceobserver.h" namespace Msp { namespace GL { @@ -22,43 +23,92 @@ define which render passes the Object supports. 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 ResourceObserver { +private: + struct LevelOfDetail; + + class LodLoader: public DataFile::CollectionObjectLoader + { + private: + unsigned index; + LevelOfDetail &lod; + + public: + LodLoader(Object &, unsigned, Collection *); + + private: + void mesh(const std::string &); + void mesh_inline(); + void technique(const std::string &); + void technique_inline(); + }; + public: - class Loader: public DataFile::CollectionObjectLoader + class Loader: public LodLoader { public: Loader(Object &); Loader(Object &, Collection &); private: void init(); + virtual void finish(); - private: - void mesh_inline(); - void mesh_inline_lod(unsigned); - void mesh(const std::string &); - void mesh_lod(unsigned, const std::string &); - void technique_inline(); - void technique(const std::string &); + void bounding_sphere_hint(float, float, float, float); + void level_of_detail(unsigned); }; private: - std::vector > meshes; - RefPtr technique; + struct LevelOfDetail + { + RefPtr mesh; + RefPtr technique; + }; + + std::vector lods; + Geometry::BoundingSphere bounding_sphere; + bool lod0_watched; + + static Matrix identity_matrix; public: Object(); Object(const Mesh *, const Technique *); ~Object(); +private: + 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; - void set_technique(const Technique *); - const Technique *get_technique() const { return technique.get(); } - virtual void render(const Tag &tag = Tag()) 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 Matrix *get_matrix() const { return &identity_matrix; } + virtual const Geometry::BoundingSphere *get_bounding_sphere() const { return &bounding_sphere; } virtual void render(Renderer &, const Tag & = Tag()) const; @@ -66,8 +116,15 @@ public: 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 &) const; + const RenderPass *get_pass(const Tag &, unsigned) const; + + virtual void resource_loaded(Resource &); + virtual void resource_removed(Resource &); }; } // namespace GL