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#ifndef Magnum_Mesh_h
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#define Magnum_Mesh_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::Mesh
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*/
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#include <map>
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#include <vector>
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#include <set>
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#include "Magnum.h"
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#include "TypeTraits.h"
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namespace Magnum {
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class Buffer;
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/** @ingroup rendering mesh
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@brief Base class for managing non-indexed meshes
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@todo Support for normalized values (e.g. for color as char[4] passed to
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shader as floating-point vec4)
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@requires_gl30 Extension @extension{APPLE,vertex_array_object}
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@requires_gl30 Extension @extension{EXT,gpu_shader4} (for unsigned integer attributes)
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@todo Support for provoking vertex (OpenGL 3.2, ARB_provoking_vertex)
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@todo Support for packed unsigned integer types for attributes (OpenGL 3.3, ARB_vertex_type_2_10_10_10_rev)
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@todo Support for fixed precision type for attributes (OpenGL 4.1, ARB_ES2_compatibility)
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@todo Support for double type for attributes (OpenGL 4.1, ARB_vertex_attrib_64bit)
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@todo Support for indirect draw buffer (OpenGL 4.0, ARB_draw_indirect)
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*/
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class MAGNUM_EXPORT Mesh {
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Mesh(const Mesh& other) = delete;
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Mesh(Mesh&& other) = delete;
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Mesh& operator=(const Mesh& other) = delete;
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Mesh& operator=(Mesh&& other) = delete;
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public:
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/**
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* @brief Polygon mode
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*
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* @see setPolygonMode()
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*/
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enum class PolygonMode: GLenum {
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/**
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* Interior of the polygon is filled.
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*/
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Fill = GL_FILL,
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/**
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* Boundary edges are filled. See also setLineWidth().
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*/
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Line = GL_LINE,
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/**
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* Starts of boundary edges are drawn as points. See also
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* setPointSize().
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*/
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Point = GL_POINT
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};
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/**
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* @brief Primitive type
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*
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* @see primitive(), setPrimitive()
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*/
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enum class Primitive: GLenum {
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/**
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* Single points
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*/
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Points = GL_POINTS,
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/**
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* Each pair of vertices defines a single line, lines aren't
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* connected together.
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*/
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Lines = GL_LINES,
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/**
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* Polyline
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*/
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LineStrip = GL_LINE_STRIP,
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/**
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* Polyline, last vertex is connected to first.
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*/
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LineLoop = GL_LINE_LOOP,
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/**
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* Each three vertices define one triangle.
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*/
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Triangles = GL_TRIANGLES,
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/**
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* First three vertices define first triangle, each following
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* vertex defines another triangle.
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*/
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TriangleStrip = GL_TRIANGLE_STRIP,
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/**
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* First vertex is center, each following vertex is connected to
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* previous and center vertex.
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*/
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TriangleFan = GL_TRIANGLE_FAN
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};
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/**
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* @brief Buffer type
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*
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* If storing more than one attribute data in the buffer, the data of
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* one attribute can be either kept together or interleaved with data
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* for another attributes, so data for every vertex will be in one
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* continuous place.
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* @see addBuffer()
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*/
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enum class BufferType: bool {
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Interleaved, /**< Interleaved buffer */
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NonInterleaved /**< Non-interleaved buffer */
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};
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/**
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* @brief Set polygon drawing mode
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*
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* Initial value is PolygonMode::Fill.
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*/
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inline static void setPolygonMode(PolygonMode mode) {
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glPolygonMode(GL_FRONT_AND_BACK, static_cast<GLenum>(mode));
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}
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/**
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* @brief Set line width
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*
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* Initial value is 1.
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*/
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inline static void setLineWidth(GLfloat width) {
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glLineWidth(width);
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}
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/**
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* @brief Set point size
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*
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* @see setProgramPointSize()
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*/
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inline static void setPointSize(GLfloat size) {
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glPointSize(size);
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}
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/**
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* @brief Enable/disable programmable point size
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*
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* If enabled, the point size is taken from vertex/geometry shader
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* builtin `gl_PointSize`.
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* @see setPointSize()
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*/
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inline static void setProgramPointSize(bool enabled) {
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enabled ? glEnable(GL_PROGRAM_POINT_SIZE) : glDisable(GL_PROGRAM_POINT_SIZE);
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}
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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
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* data. Note that you have to call setVertexCount() manually for mesh
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* to draw properly.
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*/
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inline Mesh(Primitive primitive = Primitive::Triangles): _primitive(primitive), _vertexCount(0), finalized(false) {
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glGenVertexArrays(1, &vao);
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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 Vertex count
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*/
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inline Mesh(Primitive primitive, GLsizei vertexCount): _primitive(primitive), _vertexCount(vertexCount), finalized(false) {
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glGenVertexArrays(1, &vao);
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}
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/**
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* @brief Destructor
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*
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* Deletes all associated buffers.
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*/
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virtual ~Mesh();
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/**
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* @brief Whether the mesh is finalized
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*
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* When the mesh is finalized, no new attributes can be bound.
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*/
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inline bool isFinalized() const { return finalized; }
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/** @brief Primitive type */
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inline Primitive primitive() const { return _primitive; }
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/** @brief Set primitive type */
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inline void setPrimitive(Primitive primitive) { _primitive = primitive; }
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/** @brief Vertex count */
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inline GLsizei vertexCount() const { return _vertexCount; }
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/**
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* @brief Set vertex count
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*
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* This forces recalculation of attribute positions upon next drawing.
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*/
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inline void setVertexCount(GLsizei vertexCount) {
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_vertexCount = vertexCount;
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finalized = false;
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}
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/**
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* @brief Add buffer
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* @param interleaved Whether the buffer is interleaved
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*
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* Adds new buffer to the mesh. The buffer can be then filled with
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* Buffer::setData(). See also isInterleaved().
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*
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* @todo Move interleaveability to Buffer itself?
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*/
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Buffer* addBuffer(BufferType interleaved);
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/**
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* @brief Whether given buffer is interleaved
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* @return True if the buffer belongs to the mesh and the buffer is
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* interleaved, false otherwise.
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*
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* See also addBuffer().
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*/
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inline bool isInterleaved(Buffer* buffer) const {
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auto found = _buffers.find(buffer);
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return found != _buffers.end() && found->second.first == BufferType::Interleaved;
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}
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/**
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* @brief Bind attribute
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* @tparam attribute Attribute, defined in the shader
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* @param buffer Buffer where bind the attribute to (pointer
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* returned by addBuffer())
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*
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* Binds attribute of given type with given buffer. If the attribute is
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* already bound, given buffer isn't managed with this mesh (wasn't
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* initialized with addBuffer) or the mesh was already drawn, the
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* function does nothing.
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*/
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template<class Attribute> inline void bindAttribute(Buffer* buffer) {
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bindAttribute(buffer, Attribute::Location, TypeTraits<typename Attribute::Type>::count(), TypeTraits<typename Attribute::Type>::type());
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}
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/**
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* @brief Draw the mesh
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*
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* Binds attributes to buffers and draws the mesh. Expects an active
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* shader with all uniforms set.
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*/
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virtual void draw();
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protected:
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/** @brief Unbind any vertex array object */
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inline static void unbind() { glBindVertexArray(0); }
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/** @brief Bind vertex array object of current mesh */
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inline void bind() { glBindVertexArray(vao); }
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/**
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* @brief Finalize the mesh
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*
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* Computes location and stride of each attribute in its buffer. After
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* this function is called, no new attribute can be bound.
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*/
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MAGNUM_LOCAL void finalize();
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private:
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/** @brief Vertex attribute */
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struct MAGNUM_LOCAL Attribute {
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GLuint attribute; /**< @brief %Attribute ID */
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GLint size; /**< @brief How many items of `type` are in the attribute */
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Type type; /**< @brief %Attribute item type */
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GLsizei stride; /**< @brief Distance of two adjacent attributes of this type in interleaved buffer */
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const GLvoid* pointer; /**< @brief Pointer to first attribute of this type in the buffer */
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};
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GLuint vao;
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Primitive _primitive;
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GLsizei _vertexCount;
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bool finalized;
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/**
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* @brief Buffers with their attributes
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*
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* Map of associated buffers, evey buffer has:
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* - boolean value which signalizes whether the buffer is interleaved
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* - list of bound attributes
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*/
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std::map<Buffer*, std::pair<BufferType, std::vector<Attribute> > > _buffers;
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/**
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* @brief List of all bound attributes
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*
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* List of all bound attributes bound with bindAttribute().
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*/
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std::set<GLuint> _attributes;
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MAGNUM_EXPORT void bindAttribute(Buffer* buffer, GLuint attribute, GLint size, Type type);
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};
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}
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#endif
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