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#ifndef Magnum_MeshView_h
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#define Magnum_MeshView_h
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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
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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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/** @file
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* @brief Class @ref Magnum::MeshView
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*/
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#include <functional>
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#include <initializer_list>
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#include "Magnum/Magnum.h"
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#include "Magnum/OpenGL.h"
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#include "Magnum/visibility.h"
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namespace Magnum {
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namespace Implementation { struct MeshState; }
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/**
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@brief Mesh view
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Allows different interpretation of given @ref Mesh data via different vertex or
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index count and offset. It is then possible to reuse one mesh buffer
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configuration for different views. Mesh primitive, index type, attribute
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bindings and attached buffers are reused from original mesh.
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The same rules as in @ref Mesh apply, i.e. if the view has non-zero index
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count, it is treated as indexed mesh, otherwise it is treated as non-indexed
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mesh. If both index and vertex count is zero, the view is treated as empty and
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no draw commands are issued when calling @ref draw().
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You must ensure that the original mesh remains available for whole view
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lifetime.
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*/
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class MAGNUM_EXPORT MeshView {
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friend Implementation::MeshState;
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public:
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/**
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* @brief Draw multiple meshes at once
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*
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* In OpenGL ES, if @extension2{EXT,multi_draw_arrays,multi_draw_arrays}
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* is not present, the functionality is emulated using sequence of
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* @ref draw(AbstractShaderProgram&) calls.
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*
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* If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
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* ES 3.0, WebGL 2.0, @extension{OES,vertex_array_object} in OpenGL
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* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
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* available, the associated vertex array object is bound instead of
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* setting up the mesh from scratch.
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* @attention All meshes must be views of the same original mesh and
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* must not be instanced.
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* @see @ref draw(AbstractShaderProgram&), @fn_gl{UseProgram},
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* @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer},
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* @fn_gl{VertexAttribPointer}, @fn_gl{DisableVertexAttribArray}
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* or @fn_gl{BindVertexArray}, @fn_gl{MultiDrawArrays} or
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* @fn_gl{MultiDrawElements}/@fn_gl{MultiDrawElementsBaseVertex}
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* @requires_gl32 Extension @extension{ARB,draw_elements_base_vertex}
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* if the mesh is indexed and @ref baseVertex() is not `0`.
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* @requires_gl Specifying base vertex for indexed meshes is not
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* available in OpenGL ES or WebGL.
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*/
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static void draw(AbstractShaderProgram& shader, std::initializer_list<std::reference_wrapper<MeshView>> meshes);
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/** @overload */
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static void draw(AbstractShaderProgram&& shader, std::initializer_list<std::reference_wrapper<MeshView>> meshes) {
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draw(shader, meshes);
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}
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/**
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* @brief Constructor
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* @param original Original, already configured mesh
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*/
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explicit MeshView(Mesh& original);
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/** @brief Copy constructor */
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MeshView(const MeshView& other) = default;
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/** @brief Movement is not allowed */
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MeshView(MeshView&& other) = delete;
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/** @brief Copy assignment */
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MeshView& operator=(const MeshView&) = default;
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/** @brief Movement is not allowed */
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MeshView& operator=(MeshView&& other) = delete;
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/** @brief Vertex/index count */
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Int count() const { return _count; }
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/**
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* @brief Set vertex/index count
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* @return Reference to self (for method chaining)
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*
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* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
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* Default is `0`.
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*/
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MeshView& setCount(Int count) {
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_count = count;
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return *this;
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}
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/** @brief Base vertex */
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Int baseVertex() const { return _baseVertex; }
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/**
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* @brief Set base vertex
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* @return Reference to self (for method chaining)
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*
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* Sets number of vertices of which the vertex buffer will be offset
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* when drawing. Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
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* Default is `0`.
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* @requires_gl32 Extension @extension{ARB,draw_elements_base_vertex}
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* for indexed meshes
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* @requires_gl Base vertex cannot be specified for indexed meshes in
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* OpenGL ES or WebGL.
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*/
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MeshView& setBaseVertex(Int baseVertex) {
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_baseVertex = baseVertex;
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return *this;
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}
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/**
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* @brief Set index range
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* @param first First vertex
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* @param start Minimum array index contained in the buffer
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* @param end Maximum array index contained in the buffer
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* @return Reference to self (for method chaining)
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*
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* The @p start and @p end parameters may help to improve memory access
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* performance, as only a portion of vertex buffer needs to be
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* acccessed. On OpenGL ES 2.0 this function behaves the same as
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* @ref setIndexRange(Int), as index range functionality is not
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* available there. Ignored when calling
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* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
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* @see @ref setCount()
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*/
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/* MinGW/MSVC needs inline also here to avoid linkage conflicts */
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inline MeshView& setIndexRange(Int first, UnsignedInt start, UnsignedInt end);
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/**
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* @brief Set index range
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* @param first First index
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* @return Reference to self (for method chaining)
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*
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* Prefer to use @ref setIndexRange(Int, UnsignedInt, UnsignedInt) for
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* better performance. Ignored when calling
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* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
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* @see @ref setCount()
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*/
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MeshView& setIndexRange(Int first);
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/** @brief Instance count */
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Int instanceCount() const { return _instanceCount; }
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/**
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* @brief Set instance count
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* @return Reference to self (for method chaining)
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*
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* Default is `1`.
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* @requires_gl31 Extension @extension{ARB,draw_instanced} if using
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* @ref draw(AbstractShaderProgram&)
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* @requires_gl42 Extension @extension{ARB,transform_feedback_instanced}
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* if using @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
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* @requires_gles30 Extension @extension{ANGLE,instanced_arrays},
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* @extension2{EXT,draw_instanced,draw_instanced} or
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* @extension{NV,draw_instanced} in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
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* in WebGL 1.0.
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*/
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MeshView& setInstanceCount(Int count) {
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_instanceCount = count;
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES
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/** @brief Base instance */
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UnsignedInt baseInstance() const { return _baseInstance; }
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/**
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* @brief Set base instance
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* @return Reference to self (for method chaining)
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*
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* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
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* Default is `0`.
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* @requires_gl42 Extension @extension{ARB,base_instance}
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* @requires_gl Base instance cannot be specified in OpenGL ES or
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* WebGL.
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*/
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MeshView& setBaseInstance(UnsignedInt baseInstance) {
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_baseInstance = baseInstance;
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return *this;
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}
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#endif
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/**
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* @brief Draw the mesh
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*
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* See @ref Mesh::draw(AbstractShaderProgram&) for more information.
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* @see @ref draw(AbstractShaderProgram&, std::initializer_list<std::reference_wrapper<MeshView>>),
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* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
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* @requires_gl32 Extension @extension{ARB,draw_elements_base_vertex}
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* if the mesh is indexed and @ref baseVertex() is not `0`.
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* @requires_gl33 Extension @extension{ARB,instanced_arrays} if
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* @ref instanceCount() is more than `1`.
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* @requires_gl42 Extension @extension{ARB,base_instance} if
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* @ref baseInstance() is not `0`.
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* @requires_gles30 Extension @extension{ANGLE,instanced_arrays},
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* @extension{EXT,instanced_arrays} or
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* @extension{NV,instanced_arrays} in OpenGL ES 2.0 if
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* @ref instanceCount() is more than `1`.
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
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* in WebGL 1.0 if @ref instanceCount() is more than `1`.
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* @requires_gl Specifying base vertex for indexed meshes is not
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* available in OpenGL ES or WebGL.
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*/
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void draw(AbstractShaderProgram& shader);
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void draw(AbstractShaderProgram&& shader) { draw(shader); } /**< @overload */
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @brief Draw the mesh with vertices coming out of transform feedback
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*
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* Everything set by @ref setCount(), @ref setBaseInstance(),
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* @ref setBaseVertex(), @ref setIndexRange() and @ref Mesh::setIndexBuffer()
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* is ignored, the mesh is drawn as non-indexed and the vertex count is
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* taken from the @p xfb object. See
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* @ref Mesh::draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
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* for more information.
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* @see @ref draw(AbstractShaderProgram&)
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* @requires_gl40 Extension @extension{ARB,transform_feedback2}
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* @requires_gl40 Extension @extension{ARB,transform_feedback3} if
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* @p stream is not `0`
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* @requires_gl42 Extension @extension{ARB,transform_feedback_instanced}
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* if @ref instanceCount() is more than `1`.
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*/
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void draw(AbstractShaderProgram& shader, TransformFeedback& xfb, UnsignedInt stream = 0);
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/** @overload */
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void draw(AbstractShaderProgram&& shader, TransformFeedback& xfb, UnsignedInt stream = 0) {
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draw(shader, xfb, stream);
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}
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#endif
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private:
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#ifndef MAGNUM_TARGET_WEBGL
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static MAGNUM_LOCAL void multiDrawImplementationDefault(std::initializer_list<std::reference_wrapper<MeshView>> meshes);
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#endif
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static MAGNUM_LOCAL void multiDrawImplementationFallback(std::initializer_list<std::reference_wrapper<MeshView>> meshes);
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std::reference_wrapper<Mesh> _original;
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Int _count, _baseVertex, _instanceCount;
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#ifndef MAGNUM_TARGET_GLES
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UnsignedInt _baseInstance;
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#endif
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GLintptr _indexOffset;
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#ifndef MAGNUM_TARGET_GLES2
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UnsignedInt _indexStart, _indexEnd;
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#endif
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};
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inline MeshView::MeshView(Mesh& original): _original(original), _count(0), _baseVertex(0), _instanceCount{1},
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#ifndef MAGNUM_TARGET_GLES
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_baseInstance{0},
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#endif
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_indexOffset(0)
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#ifndef MAGNUM_TARGET_GLES2
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, _indexStart(0), _indexEnd(0)
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#endif
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{}
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inline MeshView& MeshView::setIndexRange(Int first, UnsignedInt start, UnsignedInt end) {
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setIndexRange(first);
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#ifndef MAGNUM_TARGET_GLES2
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_indexStart = start;
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_indexEnd = end;
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#else
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static_cast<void>(start);
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static_cast<void>(end);
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#endif
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return *this;
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}
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}
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#endif
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