1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
7 #include "objectinstance.h"
9 #include "programdata.h"
11 #include "resourcemanager.h"
12 #include "technique.h"
13 #include "texturing.h"
25 Object::Object(const Mesh *m, const Technique *t):
35 if(lods[0].mesh && lod0_watched)
36 if(ResourceManager *rm = lods[0].mesh->get_manager())
37 rm->unwatch_resource(*lods[0].mesh, *this);
40 Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
43 throw out_of_range(caller);
44 if(i>0 && (!lods[0].mesh || !lods[0].technique))
45 throw invalid_operation(caller);
48 lods.push_back(lods.back());
53 void Object::set_mesh(unsigned i, const Mesh *m)
55 RefPtr<const Mesh> &ptr = get_lod(i, "Object::set_mesh").mesh;
56 if(i==0 && ptr && lod0_watched)
57 if(ResourceManager *rm = ptr->get_manager())
58 rm->unwatch_resource(*ptr, *this);
64 if(ResourceManager *rm = m->get_manager())
66 rm->watch_resource(*m, *this);
70 update_bounding_sphere();
73 void Object::update_bounding_sphere()
75 vector<Vector3> points;
76 for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
78 if(!i->mesh || !i->mesh->is_loaded())
81 const VertexArray &vertices = i->mesh->get_vertices();
83 int offset = vertices.get_format().offset(VERTEX3);
87 offset = vertices.get_format().offset(VERTEX2);
93 unsigned n_vertices = vertices.size();
94 points.reserve(points.size()+n_vertices);
95 for(unsigned j=0; j<n_vertices; ++j)
97 const float *v = vertices[j];
98 points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
102 /* Don't touch the bounding sphere if we had no vertices to avoid
103 overwriting a possible hint. */
107 bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
110 const Mesh *Object::get_mesh(unsigned i) const
115 return lods[i].mesh.get();
118 void Object::set_technique(unsigned i, const Technique *t)
120 RefPtr<const Technique> &ptr = get_lod(i, "Object::set_technique").technique;
125 const Technique *Object::get_technique(unsigned i) const
130 return lods[i].technique.get();
133 void Object::render(Renderer &renderer, const Tag &tag) const
135 const RenderPass *pass = get_pass(tag, 0);
139 Renderer::Push push(renderer);
140 pass->apply(renderer);
142 setup_render(renderer, tag);
143 lods.front().mesh->draw(renderer);
144 finish_render(renderer, tag);
147 void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
149 unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
150 const RenderPass *pass = get_pass(tag, lod);
154 Renderer::Push push(renderer);
155 pass->apply(renderer);
157 setup_render(renderer, tag);
158 inst.setup_render(renderer, tag);
159 lods[lod].mesh->draw(renderer);
160 inst.finish_render(renderer, tag);
161 finish_render(renderer, tag);
164 const RenderPass *Object::get_pass(const Tag &tag, unsigned lod) const
166 const Technique *tech = lods[lod].technique.get();
168 throw logic_error("no technique");
169 if(!tech->has_pass(tag))
171 return &tech->get_pass(tag);
174 void Object::resource_loaded(Resource &res)
176 if(&res==lods.front().mesh.get() && bounding_sphere.is_empty())
177 update_bounding_sphere();
180 void Object::resource_removed(Resource &res)
182 if(&res==lods.front().mesh.get())
183 lod0_watched = false;
187 Object::Loader::Loader(Object &o):
193 Object::Loader::Loader(Object &o, Collection &c):
199 void Object::Loader::init()
201 add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
202 add("level_of_detail", &Loader::level_of_detail);
205 void Object::Loader::finish()
207 obj.update_bounding_sphere();
210 void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
212 obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
215 void Object::Loader::level_of_detail(unsigned i)
217 LodLoader ldr(obj, i, coll);
222 Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
223 DataFile::CollectionObjectLoader<Object>(o, c),
225 lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
227 add("mesh", &LodLoader::mesh_inline);
228 add("mesh", &LodLoader::mesh);
229 add("technique", &LodLoader::technique_inline);
230 add("technique", &LodLoader::technique);
233 void Object::LodLoader::mesh(const string &n)
235 obj.set_mesh(index, &get_collection().get<Mesh>(n));
238 void Object::LodLoader::mesh_inline()
240 RefPtr<Mesh> msh = new Mesh;
245 void Object::LodLoader::technique(const std::string &n)
247 obj.set_technique(index, &get_collection().get<Technique>(n));
250 void Object::LodLoader::technique_inline()
252 RefPtr<Technique> tech = new Technique;
254 load_sub(*tech, get_collection());
257 lod.technique = tech;