]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/object.cpp
Rearrange soucre files into subdirectories
[libs/gl.git] / source / render / object.cpp
diff --git a/source/render/object.cpp b/source/render/object.cpp
new file mode 100644 (file)
index 0000000..dc1f4f3
--- /dev/null
@@ -0,0 +1,271 @@
+#include <msp/datafile/collection.h>
+#include <msp/strings/format.h>
+#include "error.h"
+#include "material.h"
+#include "mesh.h"
+#include "object.h"
+#include "objectinstance.h"
+#include "program.h"
+#include "programdata.h"
+#include "renderer.h"
+#include "resourcemanager.h"
+#include "technique.h"
+#include "texturing.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+Matrix Object::identity_matrix;
+
+Object::Object():
+       lods(1),
+       lod0_watched(false)
+{ }
+
+Object::Object(const Mesh *m, const Technique *t):
+       lods(1),
+       lod0_watched(false)
+{
+       set_mesh(m);
+       set_technique(t);
+}
+
+// TODO should have copy-c'tor to set watch on lod0 mesh if necessary
+
+Object::~Object()
+{
+       if(lods[0].mesh && lod0_watched)
+               if(ResourceManager *rm = lods[0].mesh->get_manager())
+                       rm->unobserve_resource(*lods[0].mesh, *this);
+}
+
+Object::LevelOfDetail &Object::get_lod(unsigned i, const char *caller)
+{
+       if(i>lods.size())
+               throw out_of_range(caller);
+       if(i>0 && (!lods[0].mesh || !lods[0].technique))
+               throw invalid_operation(caller);
+
+       if(i==lods.size())
+               lods.push_back(lods.back());
+
+       return lods[i];
+}
+
+void Object::set_mesh(unsigned i, const Mesh *m)
+{
+       RefPtr<const Mesh> &ptr = get_lod(i, "Object::set_mesh").mesh;
+       if(i==0 && ptr && lod0_watched)
+               if(ResourceManager *rm = ptr->get_manager())
+                       rm->unobserve_resource(*ptr, *this);
+       ptr = m;
+       ptr.keep();
+       lod0_watched = false;
+
+       if(i==0 && m)
+               if(ResourceManager *rm = m->get_manager())
+               {
+                       rm->observe_resource(*m, *this);
+                       lod0_watched = true;
+               }
+
+       update_bounding_sphere();
+}
+
+void Object::update_bounding_sphere()
+{
+       vector<Vector3> points;
+       for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
+       {
+               if(!i->mesh || !i->mesh->is_loaded())
+                       continue;
+
+               const VertexArray &vertices = i->mesh->get_vertices();
+
+               int offset = vertices.get_format().offset(VERTEX3);
+               bool three = true;
+               if(offset<0)
+               {
+                       offset = vertices.get_format().offset(VERTEX2);
+                       three = false;
+                       if(offset<0)
+                               continue;
+               }
+
+               unsigned n_vertices = vertices.size();
+               points.reserve(points.size()+n_vertices);
+               for(unsigned j=0; j<n_vertices; ++j)
+               {
+                       const float *v = vertices[j];
+                       points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
+               }
+       }
+
+       /* Don't touch the bounding sphere if we had no vertices to avoid
+       overwriting a possible hint. */
+       if(points.empty())
+               return;
+
+       bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
+}
+
+const Mesh *Object::get_mesh(unsigned i) const
+{
+       if(i>=lods.size())
+               return 0;
+
+       return lods[i].mesh.get();
+}
+
+void Object::set_technique(unsigned i, const Technique *t)
+{
+       RefPtr<const Technique> &ptr = get_lod(i, "Object::set_technique").technique;
+       ptr = t;
+       ptr.keep();
+}
+
+const Technique *Object::get_technique(unsigned i) const
+{
+       if(i>=lods.size())
+               return 0;
+
+       return lods[i].technique.get();
+}
+
+void Object::render(Renderer &renderer, const Tag &tag) const
+{
+       const RenderPass *pass = get_pass(tag, 0);
+       if(!pass)
+               return;
+
+       const Mesh *mesh = lods.front().mesh.get();
+       if (!mesh)
+               throw logic_error("no mesh");
+
+       Renderer::Push push(renderer);
+       pass->apply(renderer);
+
+       setup_render(renderer, tag);
+       mesh->draw(renderer);
+       finish_render(renderer, tag);
+}
+
+void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &tag) const
+{
+       unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
+       const RenderPass *pass = get_pass(tag, lod);
+       if(!pass)
+               return;
+
+       const Mesh *mesh = lods[lod].mesh.get();
+       if (!mesh)
+               throw logic_error("no mesh");
+
+       Renderer::Push push(renderer);
+       pass->apply(renderer);
+
+       setup_render(renderer, tag);
+       inst.setup_render(renderer, tag);
+       mesh->draw(renderer);
+       inst.finish_render(renderer, tag);
+       finish_render(renderer, tag);
+}
+
+const RenderPass *Object::get_pass(const Tag &tag, unsigned lod) const
+{
+       const Technique *tech = lods[lod].technique.get();
+       if(!tech)
+               throw logic_error("no technique");
+       return tech->find_pass(tag);
+}
+
+void Object::resource_loaded(Resource &res)
+{
+       if(&res==lods.front().mesh.get() && bounding_sphere.is_empty())
+               update_bounding_sphere();
+}
+
+void Object::resource_removed(Resource &res)
+{
+       if(&res==lods.front().mesh.get())
+               lod0_watched = false;
+}
+
+
+Object::Loader::Loader(Object &o):
+       LodLoader(o, 0, 0)
+{
+       init();
+}
+
+Object::Loader::Loader(Object &o, Collection &c):
+       LodLoader(o, 0, &c)
+{
+       init();
+}
+
+void Object::Loader::init()
+{
+       add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
+       add("level_of_detail", &Loader::level_of_detail);
+}
+
+void Object::Loader::finish()
+{
+       obj.update_bounding_sphere();
+}
+
+void Object::Loader::bounding_sphere_hint(float x, float y, float z, float r)
+{
+       obj.bounding_sphere = Geometry::BoundingSphere<float, 3>(Vector3(x, y, z), r);
+}
+
+void Object::Loader::level_of_detail(unsigned i)
+{
+       LodLoader ldr(obj, i, coll);
+       load_sub_with(ldr);
+}
+
+
+Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
+       DataFile::CollectionObjectLoader<Object>(o, c),
+       index(i),
+       lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
+{
+       add("mesh",      &LodLoader::mesh_inline);
+       add("mesh",      &LodLoader::mesh);
+       add("technique", &LodLoader::technique_inline);
+       add("technique", &LodLoader::technique);
+}
+
+void Object::LodLoader::mesh(const string &n)
+{
+       obj.set_mesh(index, &get_collection().get<Mesh>(n));
+}
+
+void Object::LodLoader::mesh_inline()
+{
+       RefPtr<Mesh> msh = new Mesh;
+       load_sub(*msh);
+       lod.mesh = msh;
+}
+
+void Object::LodLoader::technique(const std::string &n)
+{
+       obj.set_technique(index, &get_collection().get<Technique>(n));
+}
+
+void Object::LodLoader::technique_inline()
+{
+       RefPtr<Technique> tech = new Technique;
+       if(coll)
+               load_sub(*tech, get_collection());
+       else
+               load_sub(*tech);
+       lod.technique = tech;
+}
+
+} // namespace GL
+} // namespace Msp