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/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "AbstractShapeRenderer.h"
#include "AbstractShaderProgram.h"
#include "Buffer.h"
#include "Mesh.h"
#include "DebugTools/ResourceManager.h"
#include "MeshTools/CompressIndices.h"
#include "Shaders/FlatShader.h"
#include "Trade/MeshData2D.h"
#include "Trade/MeshData3D.h"
namespace Magnum { namespace DebugTools { namespace Implementation {
namespace {
template<std::uint8_t dimensions> ResourceKey shaderKey();
template<> inline ResourceKey shaderKey<2>() { return ResourceKey("FlatShader2D"); }
template<> inline ResourceKey shaderKey<3>() { return ResourceKey("FlatShader3D"); }
template<std::uint8_t dimensions> void create(typename MeshData<dimensions>::Type&, Resource<Mesh>&, Resource<Buffer>&, Resource<Buffer>&);
template<> void create<2>(Trade::MeshData2D& data, Resource<Mesh>& meshResource, Resource<Buffer>& vertexBufferResource, Resource<Buffer>& indexBufferResource) {
/* Vertex buffer */
Buffer* buffer = new Buffer(Buffer::Target::Array);
buffer->setData(*data.positions(0), Buffer::Usage::StaticDraw);
ResourceManager::instance()->set(vertexBufferResource.key(), buffer, ResourceDataState::Final, ResourcePolicy::Manual);
/* Mesh configuration */
Mesh* mesh = new Mesh;
mesh->setPrimitive(data.primitive())
->setVertexCount(data.positions(0)->size())
->addVertexBuffer(buffer, 0, Shaders::FlatShader2D::Position());
ResourceManager::instance()->set(meshResource.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
/* Index buffer, if present */
if(data.indices()) {
Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, *data.indices());
ResourceManager::instance()->set(indexBufferResource.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
}
}
template<> void create<3>(Trade::MeshData3D& data, Resource<Mesh>& meshResource, Resource<Buffer>& vertexBufferResource, Resource<Buffer>& indexBufferResource) {
/* Vertex buffer */
Buffer* vertexBuffer = new Buffer(Buffer::Target::Array);
vertexBuffer->setData(*data.positions(0), Buffer::Usage::StaticDraw);
ResourceManager::instance()->set(vertexBufferResource.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
/* Mesh configuration */
Mesh* mesh = new Mesh;
mesh->setPrimitive(data.primitive())
->setVertexCount(data.positions(0)->size())
->addVertexBuffer(vertexBuffer, 0, Shaders::FlatShader3D::Position());
ResourceManager::instance()->set(meshResource.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
/* Index buffer, if needed */
if(data.indices()) {
Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, *data.indices());
ResourceManager::instance()->set(indexBufferResource.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
}
}
}
template<std::uint8_t dimensions> AbstractShapeRenderer<dimensions>::AbstractShapeRenderer(ResourceKey meshKey, ResourceKey vertexBufferKey, ResourceKey indexBufferKey) {
shader = ResourceManager::instance()->get<AbstractShaderProgram, Shaders::FlatShader<dimensions>>(shaderKey<dimensions>());
mesh = ResourceManager::instance()->get<Mesh>(meshKey);
vertexBuffer = ResourceManager::instance()->get<Buffer>(vertexBufferKey);
indexBuffer = ResourceManager::instance()->get<Buffer>(indexBufferKey);
if(!shader) ResourceManager::instance()->set<AbstractShaderProgram>(shaderKey<dimensions>(),
new Shaders::FlatShader<dimensions>, ResourceDataState::Final, ResourcePolicy::Resident);
}
template<std::uint8_t dimensions> AbstractShapeRenderer<dimensions>::~AbstractShapeRenderer() {}
template<std::uint8_t dimensions> void AbstractShapeRenderer<dimensions>::createResources(typename MeshData<dimensions>::Type data) {
create<dimensions>(data, this->mesh, this->vertexBuffer, this->indexBuffer);
}
template class AbstractShapeRenderer<2>;
template class AbstractShapeRenderer<3>;
}}}