X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=48e3045930559fd354af6d868a935100a2fab09d;hp=fff1e4cf281d770adf207fada79e156ca016b6e6;hb=49f1812b3e5ad73748015df52d0e4dee17246036;hpb=e759062876ee7fc81d1c2f40818d5bf97898d53d diff --git a/source/object.h b/source/object.h index fff1e4cf..48e30459 100644 --- a/source/object.h +++ b/source/object.h @@ -1,17 +1,11 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_OBJECT_H_ #define MSP_GL_OBJECT_H_ #include -#include -#include "objectpass.h" +#include "bindable.h" #include "renderable.h" +#include "renderpass.h" +#include "resourceobserver.h" namespace Msp { namespace GL { @@ -23,89 +17,114 @@ class Technique; class Texture; /** -Stores data for a complete 3D object. An Object must always have a Mesh, and -may also have a Technique to determine its appearance. Textures and material -specified by the Technique may be overridden. Simple textured objects are also -possible without a Technique. +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; - const Technique *technique; - std::vector textures; - const Texture *main_texture; - const Material *material; + struct LevelOfDetail; -public: - class Loader: public DataFile::Loader + class LodLoader: public DataFile::CollectionObjectLoader { - public: - typedef DataFile::Collection Collection; + private: + unsigned index; + LevelOfDetail &lod; - protected: - Object &obj; - Collection &coll; - public: - Loader(Object &, Collection &); + LodLoader(Object &, unsigned, Collection *); - Object &get_object() const { return obj; } - Collection &get_collection() const { return coll; } private: - virtual void finish(); - void lod_mesh(unsigned, const std::string &); - void material_inline(); void mesh(const std::string &); - void shader_texture(const std::string &); + void mesh_inline(); void technique(const std::string &); - void texture(const std::string &); + void technique_inline(); + }; + +public: + class Loader: public LodLoader + { + public: + Loader(Object &); + Loader(Object &, Collection &); + private: + void init(); + virtual void finish(); + + 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 - { - if(!can_render(tag)) - return; - - const ObjectPass *pass=get_pass(tag); - setup_render(pass); - for(Iter i=begin; i!=end; ++i) - render_instance(**i, tag); - finish_render(pass); - } private: - bool can_render(const Tag &) const; - const ObjectPass *get_pass(const Tag &) const; - void setup_render(const ObjectPass *) const; - void finish_render(const ObjectPass *) 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