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74 lines
2.4 KiB
74 lines
2.4 KiB
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7 years ago
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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 "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/MeshTools/CompressIndices.h"
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#include "Magnum/MeshTools/Interleave.h"
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using namespace Magnum;
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int main() {
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{
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/* [compressIndices] */
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std::vector<UnsignedInt> indices;
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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) =
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MeshTools::compressIndices(indices);
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GL::Buffer indexBuffer;
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.setCount(indices.size())
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.setIndexBuffer(indexBuffer, 0, indexType, indexStart, indexEnd);
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/* [compressIndices] */
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}
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{
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struct MyShader {
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typedef GL::Attribute<0, Vector3> Position;
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typedef GL::Attribute<0, Vector2> TextureCoordinates;
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};
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/* [interleave1] */
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std::vector<Vector3> positions;
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std::vector<Vector2> textureCoordinates;
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GL::Buffer vertexBuffer;
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vertexBuffer.setData(MeshTools::interleave(positions, textureCoordinates), GL::BufferUsage::StaticDraw);
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GL::Mesh mesh;
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mesh.setCount(positions.size())
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.addVertexBuffer(vertexBuffer, 0, MyShader::Position{}, MyShader::TextureCoordinates{});
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/* [interleave1] */
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}
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}
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