X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fobject.h;h=c8e372601077c1b1e9c43dd82a221b53b1a904a7;hp=7a40a40ba24bc71ff40af47c46af642a229e0249;hb=42c1534d95e1551c37e64a1dae288e8b75e8d8ba;hpb=85e83ace47e5a9a8ae7263886255dd81afc69278 diff --git a/source/object.h b/source/object.h index 7a40a40b..c8e37260 100644 --- a/source/object.h +++ b/source/object.h @@ -1,15 +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 "bindable.h" +#include "renderable.h" +#include "renderpass.h" +#include "resourceobserver.h" namespace Msp { namespace GL { @@ -17,69 +13,115 @@ namespace GL { class Material; class Mesh; class ObjectInstance; -class Program; -class ProgramData; +class Technique; class Texture; /** -Stores data for a complete 3D object. This includes a mesh, a shader and data -for it and a number of textures. Only the mesh is mandatory, other components -are optional. +Combines a Mesh with a Technique to give it an appearance. The Technique will +define which render passes the Object supports. -See also 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 +class Object: public Renderable, private ResourceObserver { private: - Mesh *mesh; - std::vector textures; - Program *shprog; - ProgramData *shdata; - Material *material; + struct LevelOfDetail; -public: - class Loader: public DataFile::Loader + class LodLoader: public DataFile::CollectionObjectLoader { + private: + unsigned index; + LevelOfDetail &lod; + public: - typedef DataFile::Collection Collection; + LodLoader(Object &, unsigned, Collection *); - protected: - Object &obj; - Collection &coll; private: - std::vector textures; - + void mesh(const std::string &); + void mesh_inline(); + void technique(const std::string &); + void technique_inline(); + }; + +public: + class Loader: public LodLoader + { public: + Loader(Object &); Loader(Object &, Collection &); - ~Loader(); - - Object &get_object() const { return obj; } - Collection &get_collection() const { return coll; } private: - void shader(const std::string &); - void texture(const std::string &); + 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; + +public: Object(); + Object(const Mesh *, const Technique *); ~Object(); - Program *get_shader() const { return shprog; } +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; + + /** 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(); } - /** - Renders the object. If an ObjectInstance is provided, its hook functions - are called. - */ - void render(const ObjectInstance * =0) const; + 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 { } - /** - Renders multiple instances of the object in one go. This may be a - performance improvement, as the object-specific render setup only has to be - done once. - */ - void render(const std::list &) const; private: - void setup_render() const; - void finish_render() const; + const RenderPass *get_pass(const Tag &, unsigned) const; + + virtual void resource_loaded(Resource &); + virtual void resource_removed(Resource &); }; } // namespace GL