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90 lines
4.0 KiB
90 lines
4.0 KiB
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13 years ago
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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 "ForceRenderer.h"
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#include "Buffer.h"
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#include "Mesh.h"
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#include "DebugTools/ResourceManager.h"
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#include "SceneGraph/AbstractCamera.h"
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#include "Shaders/FlatShader.h"
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#include "DebugTools/Implementation/ForceRendererTransformation.h"
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namespace Magnum { namespace DebugTools {
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namespace {
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template<UnsignedInt dimensions> ResourceKey shaderKey();
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template<> inline ResourceKey shaderKey<2>() { return ResourceKey("FlatShader2D"); }
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template<> inline ResourceKey shaderKey<3>() { return ResourceKey("FlatShader3D"); }
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constexpr std::array<Vector2, 4> positions{{
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{0.0f, 0.0f},
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{1.0f, 0.0f},
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{0.9f, 0.1f},
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{0.9f, -0.1f}
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}};
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constexpr std::array<UnsignedByte, 6> indices{{
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0, 1,
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1, 2,
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1, 3
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}};
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}
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template<UnsignedInt dimensions> ForceRenderer<dimensions>::ForceRenderer(SceneGraph::AbstractObject<dimensions>* object, const typename DimensionTraits<dimensions, Float>::VectorType& forcePosition, const typename DimensionTraits<dimensions, Float>::VectorType* force, ResourceKey options, SceneGraph::DrawableGroup<dimensions>* drawables): SceneGraph::Drawable<dimensions>(object, drawables), forcePosition(forcePosition), force(force), options(ResourceManager::instance()->get<ForceRendererOptions>(options)) {
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/* Shader */
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shader = ResourceManager::instance()->get<AbstractShaderProgram, Shaders::FlatShader<dimensions>>(shaderKey<dimensions>());
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if(!shader) ResourceManager::instance()->set<AbstractShaderProgram>(shader.key(), new Shaders::FlatShader<dimensions>);
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/* Mesh and vertex buffer */
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mesh = ResourceManager::instance()->get<Mesh>("force");
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vertexBuffer = ResourceManager::instance()->get<Buffer>("force-vertices");
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indexBuffer = ResourceManager::instance()->get<Buffer>("force-indices");
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if(mesh) return;
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/* Create the mesh */
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Buffer* vertexBuffer = new Buffer(Buffer::Target::Array);
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Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
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vertexBuffer->setData(positions, Buffer::Usage::StaticDraw);
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ResourceManager::instance()->set(this->vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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indexBuffer->setData(indices, Buffer::Usage::StaticDraw);
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ResourceManager::instance()->set(this->indexBuffer.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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Mesh* mesh = new Mesh;
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mesh->setPrimitive(Mesh::Primitive::Lines)
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->setIndexCount(indices.size())
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->addVertexBuffer(vertexBuffer, 0,
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typename Shaders::FlatShader<dimensions>::Position(Shaders::FlatShader<dimensions>::Position::Components::Two))
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->setIndexBuffer(indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, positions.size());
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ResourceManager::instance()->set<Mesh>(this->mesh.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
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}
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template<UnsignedInt dimensions> void ForceRenderer<dimensions>::draw(const typename DimensionTraits<dimensions>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions>* camera) {
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shader->setTransformationProjectionMatrix(camera->projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.translation()+forcePosition, *force)*DimensionTraits<dimensions>::MatrixType::scaling(typename DimensionTraits<dimensions>::VectorType(options->scale())))
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->setColor(options->color())
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->use();
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mesh->draw();
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}
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template class ForceRenderer<2>;
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template class ForceRenderer<3>;
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}}
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