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112 lines
5.4 KiB
112 lines
5.4 KiB
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14 years ago
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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#include "AbstractShapeRenderer.h"
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#include "AbstractShaderProgram.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 "MeshTools/CompressIndices.h"
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#include "Shaders/Flat.h"
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#include "Trade/MeshData2D.h"
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#include "Trade/MeshData3D.h"
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namespace Magnum { namespace DebugTools { namespace Implementation {
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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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template<UnsignedInt dimensions> void create(typename MeshData<dimensions>::Type&, Resource<Mesh>&, Resource<Buffer>&, Resource<Buffer>&);
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template<> void create<2>(Trade::MeshData2D& data, Resource<Mesh>& meshResource, Resource<Buffer>& vertexBufferResource, Resource<Buffer>& indexBufferResource) {
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/* Vertex buffer */
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Buffer* buffer = new Buffer(Buffer::Target::Array);
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buffer->setData(data.positions(0), BufferUsage::StaticDraw);
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ResourceManager::instance().set(vertexBufferResource.key(), buffer, ResourceDataState::Final, ResourcePolicy::Manual);
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/* Mesh configuration */
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Mesh* mesh = new Mesh;
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mesh->setPrimitive(data.primitive())
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.setVertexCount(data.positions(0).size())
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.addVertexBuffer(*buffer, 0, Shaders::Flat2D::Position());
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ResourceManager::instance().set(meshResource.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
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/* Index buffer, if needed, if not, resource key doesn't have to be set */
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if(data.isIndexed()) {
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CORRADE_INTERNAL_ASSERT(indexBufferResource.key() != ResourceKey());
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Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
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MeshTools::compressIndices(*mesh, *indexBuffer, BufferUsage::StaticDraw, data.indices());
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ResourceManager::instance().set(indexBufferResource.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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}
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}
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template<> void create<3>(Trade::MeshData3D& data, Resource<Mesh>& meshResource, Resource<Buffer>& vertexBufferResource, Resource<Buffer>& indexBufferResource) {
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/* Vertex buffer */
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Buffer* vertexBuffer = new Buffer(Buffer::Target::Array);
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vertexBuffer->setData(data.positions(0), BufferUsage::StaticDraw);
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ResourceManager::instance().set(vertexBufferResource.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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/* Mesh configuration */
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Mesh* mesh = new Mesh;
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mesh->setPrimitive(data.primitive())
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.setVertexCount(data.positions(0).size())
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.addVertexBuffer(*vertexBuffer, 0, Shaders::Flat3D::Position());
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ResourceManager::instance().set(meshResource.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
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/* Index buffer, if needed, if not, resource key doesn't have to be set */
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if(data.isIndexed()) {
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CORRADE_INTERNAL_ASSERT(indexBufferResource.key() != ResourceKey());
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Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
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MeshTools::compressIndices(*mesh, *indexBuffer, BufferUsage::StaticDraw, data.indices());
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ResourceManager::instance().set(indexBufferResource.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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}
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}
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}
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template<UnsignedInt dimensions> AbstractShapeRenderer<dimensions>::AbstractShapeRenderer(ResourceKey meshKey, ResourceKey vertexBufferKey, ResourceKey indexBufferKey) {
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wireframeShader = ResourceManager::instance().get<AbstractShaderProgram, Shaders::Flat<dimensions>>(shaderKey<dimensions>());
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wireframeMesh = ResourceManager::instance().get<Mesh>(meshKey);
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vertexBuffer = ResourceManager::instance().get<Buffer>(vertexBufferKey);
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indexBuffer = ResourceManager::instance().get<Buffer>(indexBufferKey);
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if(!wireframeShader) ResourceManager::instance().set<AbstractShaderProgram>(shaderKey<dimensions>(),
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new Shaders::Flat<dimensions>, ResourceDataState::Final, ResourcePolicy::Resident);
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}
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template<UnsignedInt dimensions> AbstractShapeRenderer<dimensions>::~AbstractShapeRenderer() {}
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template<UnsignedInt dimensions> void AbstractShapeRenderer<dimensions>::createResources(typename MeshData<dimensions>::Type data) {
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create<dimensions>(data, wireframeMesh, vertexBuffer, indexBuffer);
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}
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template class AbstractShapeRenderer<2>;
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template class AbstractShapeRenderer<3>;
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}}}
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