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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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#include "IndexedMesh.h"
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#include <Utility/Debug.h>
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#include "Context.h"
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#include "Extensions.h"
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namespace Magnum {
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IndexedMesh::CreateIndexedImplementation IndexedMesh::createIndexedImplementation = &IndexedMesh::createIndexedImplementationDefault;
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IndexedMesh::BindIndexedImplementation IndexedMesh::bindIndexedImplementation = &IndexedMesh::bindIndexedImplementationDefault;
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IndexedMesh::IndexedMesh(Mesh::Primitive primitive): Mesh(primitive), _indexCount(0), _indexType(Type::UnsignedShort) {
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_indexBuffer.setTargetHint(Buffer::Target::ElementArray);
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(this->*createIndexedImplementation)();
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}
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void IndexedMesh::draw() {
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bind();
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/** @todo Start at given index */
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glDrawElements(static_cast<GLenum>(primitive()), _indexCount, static_cast<GLenum>(_indexType), nullptr);
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unbind();
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}
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void IndexedMesh::bind() {
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CORRADE_ASSERT(_indexCount, "IndexedMesh: the mesh has zero index count!", );
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Mesh::bind();
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(this->*bindIndexedImplementation)();
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}
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void IndexedMesh::initializeContextBasedFunctionality(Context* context) {
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if(context->isExtensionSupported<Extensions::GL::APPLE::vertex_array_object>()) {
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#ifndef MAGNUM_TARGET_GLES
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Debug() << "IndexedMesh: using" << Extensions::GL::APPLE::vertex_array_object::string() << "features";
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createIndexedImplementation = &IndexedMesh::createIndexedImplementationVAO;
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bindIndexedImplementation = &IndexedMesh::bindIndexedImplementationVAO;
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#endif
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}
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}
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void IndexedMesh::createIndexedImplementationDefault() {}
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#ifndef MAGNUM_TARGET_GLES
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void IndexedMesh::createIndexedImplementationVAO() {
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glBindVertexArray(vao);
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_indexBuffer.bind(Buffer::Target::ElementArray);
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}
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#endif
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void IndexedMesh::bindIndexedImplementationDefault() {
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_indexBuffer.bind(Buffer::Target::ElementArray);
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}
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#ifndef MAGNUM_TARGET_GLES
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void IndexedMesh::bindIndexedImplementationVAO() {}
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#endif
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}
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