X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=95ba8fabc5d746bb3b41453632b340dea7673f74;hp=f432177e7ebfd7cb221491d58ce35543af66f989;hb=5b532dcb2a4a2d15d0b6607374284c979ece36a8;hpb=508319df28270eccdfa03a880a8604549278a139 diff --git a/source/object.h b/source/object.h index f432177e..95ba8fab 100644 --- a/source/object.h +++ b/source/object.h @@ -23,11 +23,34 @@ 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, private ResourceWatcher { +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 &); @@ -36,17 +59,17 @@ public: void init(); virtual void finish(); - 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 level_of_detail(unsigned); }; private: - std::vector > meshes; - RefPtr technique; + struct LevelOfDetail + { + RefPtr mesh; + RefPtr technique; + }; + + std::vector lods; Geometry::BoundingSphere bounding_sphere; public: @@ -54,14 +77,30 @@ public: 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(); } + + /** 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; virtual const Geometry::BoundingSphere *get_bounding_sphere() const { return &bounding_sphere; } @@ -78,7 +117,7 @@ protected: 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 &); };