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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 "ObjectRenderer.h"
#include "Buffer.h"
#include "DebugTools/ResourceManager.h"
#include "MeshTools/Interleave.h"
#include "SceneGraph/AbstractCamera.h"
#include "Shaders/VertexColorShader.h"
namespace Magnum { namespace DebugTools {
namespace {
template<UnsignedInt> struct Renderer;
template<> struct Renderer<2> {
inline static ResourceKey shader() { return {"VertexColorShader2D"}; }
inline static ResourceKey vertexBuffer() { return {"object2d-vertices"}; }
inline static ResourceKey indexBuffer() { return {"object2d-indices"}; }
inline static ResourceKey mesh() { return {"object2d"}; }
static const std::array<Vector2, 8> positions;
static const std::array<Color3<>, 8> colors;
static const std::array<UnsignedByte, 12> indices;
};
const std::array<Vector2, 8> Renderer<2>::positions{{
{ 0.0f, 0.0f},
{ 1.0f, 0.0f}, /* X axis */
{ 0.9f, 0.1f},
{ 0.9f, -0.1f},
{ 0.0f, 0.0f},
{ 0.0f, 1.0f}, /* Y axis */
{ 0.1f, 0.9f},
{-0.1f, 0.9f}
}};
const std::array<Color3<>, 8> Renderer<2>::colors{{
{1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f}, /* X axis */
{1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f}, /* Y axis */
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
}};
const std::array<UnsignedByte, 12> Renderer<2>::indices{{
0, 1,
1, 2, /* X axis */
1, 3,
4, 5,
5, 6, /* Y axis */
5, 7
}};
template<> struct Renderer<3> {
inline static ResourceKey shader() { return {"VertexColorShader3D"}; }
inline static ResourceKey vertexBuffer() { return {"object3d-vertices"}; }
inline static ResourceKey indexBuffer() { return {"object3d-indices"}; }
inline static ResourceKey mesh() { return {"object3d"}; }
static const std::array<Vector3, 12> positions;
static const std::array<Color3<>, 12> colors;
static const std::array<uint8_t, 18> indices;
};
const std::array<Vector3, 12> Renderer<3>::positions{{
{ 0.0f, 0.0f, 0.0f},
{ 1.0f, 0.0f, 0.0f}, /* X axis */
{ 0.9f, 0.1f, 0.0f},
{ 0.9f, -0.1f, 0.0f},
{ 0.0f, 0.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f}, /* Y axis */
{ 0.1f, 0.9f, 0.0f},
{-0.1f, 0.9f, 0.0f},
{ 0.0f, 0.0f, 0.0f},
{ 0.0f, 0.0f, 1.0f}, /* Z axis */
{ 0.1f, 0.0f, 0.9f},
{-0.1f, 0.0f, 0.9f}
}};
const std::array<Color3<>, 12> Renderer<3>::colors{{
{1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f}, /* X axis */
{1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f}, /* Y axis */
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f}, /* Z axis */
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f}
}};
const std::array<UnsignedByte, 18> Renderer<3>::indices{{
0, 1,
1, 2, /* X axis */
1, 3,
4, 5,
5, 6, /* Y axis */
5, 7,
8, 9,
9, 10, /* Z axis */
9, 11
}};
}
template<UnsignedInt dimensions> ObjectRenderer<dimensions>::ObjectRenderer(SceneGraph::AbstractObject<dimensions>* object, ResourceKey options, SceneGraph::DrawableGroup<dimensions>* drawables): SceneGraph::Drawable<dimensions>(object, drawables), options(ResourceManager::instance()->get<ObjectRendererOptions>(options)) {
/* Shader */
shader = ResourceManager::instance()->get<AbstractShaderProgram, Shaders::VertexColorShader<dimensions>>(Renderer<dimensions>::shader());
if(!shader) ResourceManager::instance()->set<AbstractShaderProgram>(shader.key(),
new Shaders::VertexColorShader<dimensions>, ResourceDataState::Final, ResourcePolicy::Resident);
/* Mesh and vertex buffer */
mesh = ResourceManager::instance()->get<Mesh>(Renderer<dimensions>::mesh());
vertexBuffer = ResourceManager::instance()->get<Buffer>(Renderer<dimensions>::vertexBuffer());
indexBuffer = ResourceManager::instance()->get<Buffer>(Renderer<dimensions>::indexBuffer());
if(mesh) return;
/* Create the mesh */
Buffer* vertexBuffer = new Buffer(Buffer::Target::Array);
Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
Mesh* mesh = new Mesh;
MeshTools::interleave(mesh, vertexBuffer, Buffer::Usage::StaticDraw, Renderer<dimensions>::positions, Renderer<dimensions>::colors);
ResourceManager::instance()->set(this->vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
indexBuffer->setData(Renderer<dimensions>::indices, Buffer::Usage::StaticDraw);
ResourceManager::instance()->set(this->indexBuffer.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
mesh->setPrimitive(Mesh::Primitive::Lines)
->setIndexCount(Renderer<dimensions>::indices.size())
->addInterleavedVertexBuffer(vertexBuffer, 0,
typename Shaders::VertexColorShader<dimensions>::Position(),
typename Shaders::VertexColorShader<dimensions>::Color())
->setIndexBuffer(indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, Renderer<dimensions>::positions.size());
ResourceManager::instance()->set<Mesh>(this->mesh.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
}
template<UnsignedInt dimensions> void ObjectRenderer<dimensions>::draw(const typename DimensionTraits<dimensions>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions>* camera) {
shader->setTransformationProjectionMatrix(camera->projectionMatrix()*transformationMatrix*DimensionTraits<dimensions>::MatrixType::scaling(typename DimensionTraits<dimensions>::VectorType(options->size())))
->use();
mesh->draw();
}
template class ObjectRenderer<2>;
template class ObjectRenderer<3>;
}}