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#ifndef Magnum_Shaders_MeshVisualizer_h
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#define Magnum_Shaders_MeshVisualizer_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Shaders::MeshVisualizer
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*/
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#include "Magnum/AbstractShaderProgram.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix4.h"
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#include "Magnum/Shaders/visibility.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Mesh visualization shader
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Uses geometry shader to visualize wireframe of 3D meshes. You need to provide
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@ref Position attribute in your triangle mesh and call at least
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@ref setTransformationProjectionMatrix() to be able to render.
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@image html shaders-meshvisualizer.png
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@section Shaders-MeshVisualizer-wireframe Wireframe visualization
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Wireframe visualization is done by enabling @ref Flag::Wireframe. It is done
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either using geometry shaders or with help of additional vertex information.
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If you have geometry shaders available, you don't need to do anything else.
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@requires_gl32 Extension @extension{ARB,geometry_shader4} for wireframe
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rendering using geometry shaders.
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@requires_es_extension Extension @extension{EXT,geometry_shader} for
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wireframe rendering using geometry shaders.
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If you don't have geometry shaders, you need to set @ref Flag::NoGeometryShader
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(it's enabled by default in OpenGL ES 2.0) and use only **non-indexed** triangle
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meshes (see @ref MeshTools::duplicate() for possible solution). Additionaly, if
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you have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also
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@ref VertexIndex attribute.
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@requires_gles30 Extension @extension{OES,standard_derivatives} for
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wireframe rendering without geometry shaders.
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If using geometry shaders on OpenGL ES, @extension{NV,shader_noperspective_interpolation}
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is optionally used for improving line appearance.
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@section Shaders-MeshVisualizer-usage Example usage
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@subsection Shaders-MeshVisualizer-usage-wireframe-geom Wireframe visualization with geometry shader (desktop GL)
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Common mesh setup:
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@snippet MagnumShaders.cpp MeshVisualizer-usage-geom1
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Common rendering setup:
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@snippet MagnumShaders.cpp MeshVisualizer-usage-geom2
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@subsection Shaders-MeshVisualizer-usage-wireframe-no-geom-old Wireframe visualization without geometry shader on older hardware
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You need to provide also the @ref VertexIndex attribute. Mesh setup *in
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addition to the above*:
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@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom-old1
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Rendering setup:
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@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom-old2
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@subsection Shaders-MeshVisualizer-usage-wireframe-no-geom Wireframe visualization of indexed meshes without geometry shader
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The vertices must be converted to non-indexed array. Mesh setup:
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@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom
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Rendering setup the same as above.
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@see @ref shaders
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@todo Understand and add support wireframe width/smoothness without GS
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*/
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class MAGNUM_SHADERS_EXPORT MeshVisualizer: public AbstractShaderProgram {
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public:
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/**
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* @brief Vertex position
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*
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* @ref shaders-generic "Generic attribute", @ref Vector3.
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*/
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typedef Attribute<0, Vector3> Position;
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/**
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* @brief Vertex index
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*
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* @ref Magnum::Float "Float", used only in OpenGL < 3.1 and OpenGL ES
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* 2.0 if @ref Flag::Wireframe is enabled. This attribute (modulo 3)
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* specifies index of given vertex in triangle, i.e. @cpp 0.0f @ce for
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* first, @cpp 1.0f @ce for second, @cpp 2.0f @ce for third. In OpenGL
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* 3.1, OpenGL ES 3.0 and newer this value is provided by the shader
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* itself, so the attribute is not needed.
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*/
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typedef Attribute<3, Float> VertexIndex;
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/**
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* @brief Flag
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*
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* @see @ref Flags, @ref MeshVisualizer()
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*/
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enum class Flag: UnsignedByte {
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/**
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* Visualize wireframe. On OpenGL ES 2.0 this also enables
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* @ref Flag::NoGeometryShader.
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*/
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#ifndef MAGNUM_TARGET_GLES2
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Wireframe = 1 << 0,
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#else
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Wireframe = (1 << 0) | (1 << 1),
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#endif
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/**
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* Don't use geometry shader for wireframe visualization. If
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* enabled, you might need to provide also @ref VertexIndex
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* attribute in the mesh. In OpenGL ES enabled alongside
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* @ref Flag::Wireframe.
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*/
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NoGeometryShader = 1 << 1
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};
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/** @brief Flags */
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typedef Containers::EnumSet<Flag> Flags;
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/**
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* @brief Constructor
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* @param flags Flags
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*/
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explicit MeshVisualizer(Flags flags = {});
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/**
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* @brief Construct without creating the underlying OpenGL object
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*
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* The constructed instance is equivalent to moved-from state. Useful
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* in cases where you will overwrite the instance later anyway. Move
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* another object over it to make it useful.
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*
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* This function can be safely used for constructing (and later
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* destructing) objects even without any OpenGL context being active.
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*/
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explicit MeshVisualizer(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {}
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/**
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* @brief Set transformation and projection matrix
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* @return Reference to self (for method chaining)
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*/
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MeshVisualizer& setTransformationProjectionMatrix(const Matrix4& matrix) {
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setUniform(_transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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/**
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* @brief Set viewport size
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* @return Reference to self (for method chaining)
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*
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* Has effect only if @ref Flag::Wireframe is enabled and geometry
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* shaders are used.
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*/
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MeshVisualizer& setViewportSize(const Vector2& size) {
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if(_flags & Flag::Wireframe && !(_flags & Flag::NoGeometryShader))
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setUniform(_viewportSizeUniform, size);
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return *this;
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}
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/**
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* @brief Set base object color
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* @return Reference to self (for method chaining)
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*
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* Initial value is fully opaque white.
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*/
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MeshVisualizer& setColor(const Color4& color) {
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setUniform(_colorUniform, color);
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return *this;
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}
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/**
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* @brief Set wireframe color
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* @return Reference to self (for method chaining)
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*
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* Initial value is fully opaque black. Has effect only if
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* @ref Flag::Wireframe is enabled.
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*/
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MeshVisualizer& setWireframeColor(const Color4& color) {
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if(_flags & Flag::Wireframe) setUniform(_wireframeColorUniform, color);
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return *this;
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}
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/**
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* @brief Set wireframe width
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 1.0f @ce. Has effect only if @ref Flag::Wireframe
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* is enabled.
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*/
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MeshVisualizer& setWireframeWidth(Float width) {
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if(_flags & Flag::Wireframe) setUniform(_wireframeWidthUniform, width);
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return *this;
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}
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/**
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* @brief Set line smoothness
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 2.0f @ce. Has effect only if @ref Flag::Wireframe
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* is enabled.
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*/
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MeshVisualizer& setSmoothness(Float smoothness);
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private:
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Flags _flags;
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Int _transformationProjectionMatrixUniform{0},
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_viewportSizeUniform{1},
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_colorUniform{2},
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_wireframeColorUniform{3},
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_wireframeWidthUniform{4},
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_smoothnessUniform{5};
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};
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CORRADE_ENUMSET_OPERATORS(MeshVisualizer::Flags)
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inline MeshVisualizer& MeshVisualizer::setSmoothness(Float smoothness) {
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if(_flags & Flag::Wireframe)
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setUniform(_smoothnessUniform, smoothness);
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return *this;
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}
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}}
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#endif
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