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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, 2019
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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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#include "Compile.h"
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#include <Corrade/Containers/StridedArrayView.h>
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#include <Corrade/Containers/ArrayViewStl.h> /** @todo remove once MeshData is sane */
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#include "Magnum/GL/Buffer.h"
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#include "Magnum/GL/Mesh.h"
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#include "Magnum/Math/Vector3.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/MeshTools/CompressIndices.h"
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#include "Magnum/MeshTools/GenerateNormals.h"
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#include "Magnum/MeshTools/Duplicate.h"
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#include "Magnum/MeshTools/Interleave.h"
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#include "Magnum/Trade/MeshData2D.h"
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#include "Magnum/Trade/MeshData3D.h"
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/* This header is included only privately and doesn't introduce any linker
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dependency, thus it's completely safe */
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#include "Magnum/Shaders/Generic.h"
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namespace Magnum { namespace MeshTools {
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GL::Mesh compile(const Trade::MeshData2D& meshData) {
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GL::Mesh mesh;
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mesh.setPrimitive(meshData.primitive());
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/* Decide about stride and offsets */
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UnsignedInt stride = sizeof(Shaders::Generic2D::Position::Type);
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UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic2D::Position::Type);
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UnsignedInt colorsOffset = sizeof(Shaders::Generic2D::Position::Type);
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if(meshData.hasTextureCoords2D()) {
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stride += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
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colorsOffset += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
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}
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if(meshData.hasColors())
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stride += sizeof(Shaders::Generic2D::Color4::Type);
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/* Create vertex buffer */
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array};
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array);
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/* Interleave positions and put them in with ownership transfer, use the
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ref for the rest */
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Containers::Array<char> data = MeshTools::interleave(
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meshData.positions(0),
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stride - sizeof(Shaders::Generic2D::Position::Type));
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mesh.addVertexBuffer(std::move(vertexBuffer), 0,
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Shaders::Generic2D::Position(),
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stride - sizeof(Shaders::Generic2D::Position::Type));
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/* Add also texture coordinates, if present */
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if(meshData.hasTextureCoords2D()) {
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MeshTools::interleaveInto(data,
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textureCoordsOffset,
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meshData.textureCoords2D(0),
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stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
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mesh.addVertexBuffer(vertexBufferRef, 0,
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textureCoordsOffset,
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Shaders::Generic2D::TextureCoordinates(),
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stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
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}
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/* Add also colors, if present */
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if(meshData.hasColors()) {
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MeshTools::interleaveInto(data,
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colorsOffset,
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meshData.colors(0),
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
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mesh.addVertexBuffer(vertexBufferRef, 0,
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colorsOffset,
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Shaders::Generic3D::Color4(),
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
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}
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/* Fill vertex buffer with interleaved data */
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vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw);
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/* If indexed, fill index buffer and configure indexed mesh */
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if(meshData.isIndexed()) {
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Containers::Array<char> indexData;
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MeshIndexType indexType;
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UnsignedInt indexStart, indexEnd;
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std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices());
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GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray};
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);
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mesh.setCount(meshData.indices().size())
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.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd);
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/* Else set vertex count */
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} else mesh.setCount(meshData.positions(0).size());
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return mesh;
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}
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#ifdef MAGNUM_BUILD_DEPRECATED
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std::tuple<GL::Mesh, std::unique_ptr<GL::Buffer>, std::unique_ptr<GL::Buffer>> compile(const Trade::MeshData2D& meshData, GL::BufferUsage) {
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return std::make_tuple(compile(meshData),
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std::unique_ptr<GL::Buffer>{new GL::Buffer{NoCreate}},
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std::unique_ptr<GL::Buffer>{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr});
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}
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#endif
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GL::Mesh compile(const Trade::MeshData3D& meshData, CompileFlags flags) {
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GL::Mesh mesh;
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mesh.setPrimitive(meshData.primitive());
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const bool generateNormals = flags & (CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals) && meshData.primitive() == MeshPrimitive::Triangles;
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/* Decide about stride and offsets */
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UnsignedInt stride = sizeof(Shaders::Generic3D::Position::Type);
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const UnsignedInt normalOffset = sizeof(Shaders::Generic3D::Position::Type);
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UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic3D::Position::Type);
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UnsignedInt colorsOffset = sizeof(Shaders::Generic3D::Position::Type);
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if(meshData.hasNormals() || generateNormals) {
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stride += sizeof(Shaders::Generic3D::Normal::Type);
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textureCoordsOffset += sizeof(Shaders::Generic3D::Normal::Type);
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colorsOffset += sizeof(Shaders::Generic3D::Normal::Type);
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}
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if(meshData.hasTextureCoords2D()) {
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stride += sizeof(Shaders::Generic3D::TextureCoordinates::Type);
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colorsOffset += sizeof(Shaders::Generic3D::TextureCoordinates::Type);
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}
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if(meshData.hasColors())
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stride += sizeof(Shaders::Generic3D::Color4::Type);
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/* Create vertex buffer */
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array};
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array);
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/* Indirect reference to the mesh data -- either directly the original mesh
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data or processed ones */
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Containers::StridedArrayView1D<const Vector3> positions;
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Containers::StridedArrayView1D<const Vector3> normals;
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Containers::StridedArrayView1D<const Vector2> textureCoords2D;
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Containers::StridedArrayView1D<const Color4> colors;
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bool useIndices; /**< @todo turn into a view once compressIndices() takes views */
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/* If the mesh has no normals, we want to generate them and the mesh is an
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indexed triangle mesh, duplicate all attributes, otherwise just
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reference the original data */
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Containers::Array<Vector3> positionStorage;
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Containers::Array<Vector3> normalStorage;
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Containers::Array<Vector2> textureCoords2DStorage;
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Containers::Array<Color4> colorStorage;
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if(generateNormals) {
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/* If we want flat normals and the mesh is indexed, duplicate all
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attributes */
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if(flags & CompileFlag::GenerateFlatNormals && meshData.isIndexed()) {
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positionStorage = duplicate(
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Containers::stridedArrayView(meshData.indices()), Containers::stridedArrayView(meshData.positions(0)));
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positions = Containers::arrayView(positionStorage);
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if(meshData.hasTextureCoords2D()) {
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textureCoords2DStorage = duplicate(
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Containers::stridedArrayView(meshData.indices()),
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Containers::stridedArrayView(meshData.textureCoords2D(0)));
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textureCoords2D = Containers::arrayView(textureCoords2DStorage);
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}
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if(meshData.hasColors()) {
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colorStorage = duplicate(
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Containers::stridedArrayView(meshData.indices()),
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Containers::stridedArrayView(meshData.colors(0)));
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colors = Containers::arrayView(colorStorage);
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}
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} else {
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positions = meshData.positions(0);
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if(meshData.hasTextureCoords2D())
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textureCoords2D = meshData.textureCoords2D(0);
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if(meshData.hasColors())
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colors = meshData.colors(0);
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}
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if(flags & CompileFlag::GenerateFlatNormals || !meshData.isIndexed()) {
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normalStorage = generateFlatNormals(positions);
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useIndices = false;
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} else {
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normalStorage = generateSmoothNormals<UnsignedInt>(meshData.indices(), positions);
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useIndices = true;
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}
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normals = Containers::arrayView(normalStorage);
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} else {
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positions = meshData.positions(0);
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if(meshData.hasNormals()) normals = meshData.normals(0);
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if(meshData.hasTextureCoords2D()) textureCoords2D = meshData.textureCoords2D(0);
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if(meshData.hasColors()) colors = meshData.colors(0);
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useIndices = meshData.isIndexed();
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}
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/* Interleave positions and put them in with ownership transfer, use the
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ref for the rest */
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Containers::Array<char> data = MeshTools::interleave(
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positions,
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stride - sizeof(Shaders::Generic3D::Position::Type));
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mesh.addVertexBuffer(std::move(vertexBuffer), 0,
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Shaders::Generic3D::Position(),
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stride - sizeof(Shaders::Generic3D::Position::Type));
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/* Add also normals, if present */
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if(normals) {
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MeshTools::interleaveInto(data,
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normalOffset,
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normals,
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stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
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mesh.addVertexBuffer(vertexBufferRef, 0,
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normalOffset,
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Shaders::Generic3D::Normal(),
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stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
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}
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/* Add also texture coordinates, if present */
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if(textureCoords2D) {
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MeshTools::interleaveInto(data,
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textureCoordsOffset,
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textureCoords2D,
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stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
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mesh.addVertexBuffer(vertexBufferRef, 0,
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textureCoordsOffset,
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Shaders::Generic3D::TextureCoordinates(),
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stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
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}
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/* Add also colors, if present */
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if(colors) {
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MeshTools::interleaveInto(data,
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colorsOffset,
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colors,
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
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mesh.addVertexBuffer(vertexBufferRef, 0,
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colorsOffset,
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Shaders::Generic3D::Color4(),
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
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}
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/* Fill vertex buffer with interleaved data */
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vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw);
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/* If indexed (and the mesh didn't have the vertex data duplicated for flat
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normals), fill index buffer and configure indexed mesh */
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if(useIndices) {
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Containers::Array<char> indexData;
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MeshIndexType indexType;
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UnsignedInt indexStart, indexEnd;
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std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices());
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GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray};
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);
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mesh.setCount(meshData.indices().size())
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.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd);
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/* Else set vertex count */
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} else mesh.setCount(positions.size());
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return mesh;
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}
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#ifdef MAGNUM_BUILD_DEPRECATED
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std::tuple<GL::Mesh, std::unique_ptr<GL::Buffer>, std::unique_ptr<GL::Buffer>> compile(const Trade::MeshData3D& meshData, GL::BufferUsage) {
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return std::make_tuple(compile(meshData),
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std::unique_ptr<GL::Buffer>{new GL::Buffer{NoCreate}},
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std::unique_ptr<GL::Buffer>{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr});
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}
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#endif
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}}
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