X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=48e3045930559fd354af6d868a935100a2fab09d;hp=bff41bf108e3f153fb6383f8fd09eb8dc91ec3bc;hb=49f1812b3e5ad73748015df52d0e4dee17246036;hpb=b617c5d7b5283ad260a77f01e42e6170cabbc03d diff --git a/source/object.h b/source/object.h index bff41bf1..48e30459 100644 --- a/source/object.h +++ b/source/object.h @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_OBJECT_H_ #define MSP_GL_OBJECT_H_ @@ -12,6 +5,7 @@ Distributed under the LGPL #include "bindable.h" #include "renderable.h" #include "renderpass.h" +#include "resourceobserver.h" namespace Msp { namespace GL { @@ -23,72 +17,114 @@ class Technique; class Texture; /** -Stores a Mesh together with a Technique to determine its appearance. +Combines a Mesh with a Technique to give it an appearance. The Technique will +define which render passes the Object supports. -It is possible to use a single Object for rendering multiple identical or -similar objects. See class ObjectInstance. +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: - std::vector meshes; - Technique *technique; - bool own_mesh:1; - bool own_technique:1; + 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 lod_mesh(unsigned, const std::string &); - void mesh(); - void mesh(const std::string &); - void technique(); + void bounding_sphere_hint(float, float, float, float); + void level_of_detail(unsigned); }; +private: + 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(); - const Technique *get_technique() const { return technique; } - - /** - Renders the object. A tag can be provided to render a non-default pass. - */ - virtual void render(const Tag &tag = Tag()) const; - - /** - Renders the object with an instance. The instance's hook functions are - called before and after drawing the mesh. A tag may also be given to render - a non-default pass. - */ - virtual void render(const ObjectInstance &, const Tag &tag = Tag()) const; - - /** - Renders multiple instances of the object in one go. This may improve - performance, as the object-specific render setup only has to be done once. - Each instance's hook functions will be called before and after drawing the - mesh. - */ - template - void render(Iter begin, Iter end, const Tag &tag = Tag()) const - { - const RenderPass *pass = get_pass(tag); - if(!pass) - return; - - Bind bind(*pass); - for(Iter i=begin; i!=end; ++i) - render_instance(**i, tag); - } private: - const RenderPass *get_pass(const Tag &) const; - void render_instance(const ObjectInstance &, const Tag &) const; + 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; + + /** 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; + + /** Renders an instance of the object. The instance's hook functions are + 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 &, unsigned) const; + + virtual void resource_loaded(Resource &); + virtual void resource_removed(Resource &); }; } // namespace GL