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#ifndef Magnum_IndexedMesh_h
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#define Magnum_IndexedMesh_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::IndexedMesh
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*/
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#include "Mesh.h"
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#include "Buffer.h"
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namespace Magnum {
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/**
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@brief Indexed mesh
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@section IndexedMesh-configuration Indexed mesh configuration
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Next to @ref Mesh-configuration "everything needed for non-indexed mesh" you
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have to specify also index count and type (either in constructor or using
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setIndexCount() and setIndexType()). Then fill index buffer or use
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MeshTools::compressIndices() to conveniently fill the index buffer and set
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index count and type.
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@section IndexedMesh-drawing Rendering meshes
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From user point-of-view the operation is the same as for
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@ref Mesh-drawing "non-indexed meshes".
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@section IndexedMesh-performance-optimization Performance optimizations
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If @extension{APPLE,vertex_array_object} is supported, next to
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@ref Mesh-performance-optimization "optimizations in Mesh itself" the index
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buffer is bound on object construction instead of in every draw() call.
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*/
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class MAGNUM_EXPORT IndexedMesh: public Mesh {
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friend class Context;
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public:
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/**
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* @brief Implicit constructor
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* @param primitive Primitive type
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*
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* @see @fn_gl{BindVertexArray} (if @extension{APPLE,vertex_array_object}
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* is available)
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*/
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IndexedMesh(Primitive primitive = Primitive::Triangles);
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/**
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* @brief Constructor
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* @param primitive Primitive type
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* @param vertexCount Count of unique vertices
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* @param indexCount Count of indices
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* @param indexType Type of indices (indexable, see TypeTraits)
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*
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* @see setPrimitive(), setVertexCount(), setIndexCount(),
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* setIndexType(), @fn_gl{BindVertexArray} (if
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* @extension{APPLE,vertex_array_object} is available)
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*/
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IndexedMesh(Primitive primitive, GLsizei vertexCount, GLsizei indexCount, Type indexType = Type::UnsignedShort);
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/** @brief Index count */
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inline GLsizei indexCount() const { return _indexCount; }
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/**
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* @brief Set index count
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* @return Pointer to self (for method chaining)
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*
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* @see MeshTools::compressIndices()
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*/
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inline IndexedMesh* setIndexCount(GLsizei count) {
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_indexCount = count;
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return this;
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}
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/** @brief Index type */
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inline Type indexType() const { return _indexType; }
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/**
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* @brief Set index type
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* @return Pointer to self (for method chaining)
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*
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* @see MeshTools::compressIndices()
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*/
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inline IndexedMesh* setIndexType(Type type) {
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_indexType = type;
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return this;
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}
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/**
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* @brief Index buffer
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*
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* Returns pointer to index buffer, which should be then filled with
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* indices (of type specified in constructor).
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*/
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inline Buffer* indexBuffer() { return &_indexBuffer; }
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/**
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* @brief Draw the mesh
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*
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* Expects an active shader with all uniforms set. See
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* @ref AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation"
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* for more information.
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* @see @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer},
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* @fn_gl{VertexAttribPointer}, @fn_gl{DisableVertexAttribArray}
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* or @fn_gl{BindVertexArray} (if @extension{APPLE,vertex_array_object}
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* is available), @fn_gl{DrawElements}
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*/
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void draw();
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private:
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
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void MAGNUM_LOCAL bind();
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typedef void(IndexedMesh::*CreateIndexedImplementation)();
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void MAGNUM_LOCAL createIndexedImplementationDefault();
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL createIndexedImplementationVAO();
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#endif
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static MAGNUM_LOCAL CreateIndexedImplementation createIndexedImplementation;
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typedef void(IndexedMesh::*BindIndexedImplementation)();
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void MAGNUM_LOCAL bindIndexedImplementationDefault();
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL bindIndexedImplementationVAO();
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#endif
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static MAGNUM_LOCAL BindIndexedImplementation bindIndexedImplementation;
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Buffer _indexBuffer;
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GLsizei _indexCount;
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Type _indexType;
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};
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}
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#endif
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