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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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*/
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class MAGNUM_EXPORT IndexedMesh: public Mesh {
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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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* Allows creating the object without knowing anything about mesh data.
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* Note that you have to call setVertexCount(), setIndexCount() and
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* setIndexType() manually for mesh to draw properly.
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*/
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inline IndexedMesh(Primitive primitive = Primitive::Triangles): Mesh(primitive), _indexCount(0), _indexType(Type::UnsignedShort) {
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_indexBuffer.setTargetHint(Buffer::Target::ElementArray);
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}
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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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inline IndexedMesh(Primitive primitive, GLsizei vertexCount, GLsizei indexCount, Type indexType = Type::UnsignedShort): Mesh(primitive, vertexCount), _indexCount(indexCount), _indexType(indexType) {
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_indexBuffer.setTargetHint(Buffer::Target::ElementArray);
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}
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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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* @todo definalize after that?
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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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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.
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* @see Buffer::bind(), bind(), unbind(), finalize(), @fn_gl{DrawElements}
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*/
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void draw();
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protected:
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/**
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* @brief Finalize the mesh
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*
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* @see Mesh::finalize(), Buffer::bind()
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*/
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MAGNUM_LOCAL void finalize();
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private:
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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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