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