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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 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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/**
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* @brief Base class for managing non-indexed meshes
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*
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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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*/
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class 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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/** @brief Primitive type */
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enum Primitive {
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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 Implicit constructor
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*
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* Allows creating the object without knowing anything about mesh data.
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* Note that you have to call setPrimitive() and setVertexCount()
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* manually for mesh to draw properly.
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*/
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inline Mesh(): _primitive(Triangles), _vertexCount(0), finalized(false) {}
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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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/**
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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 If storing more than one attribute data in the
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* buffer, the data of one attribute can be either kept together
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* or interleaved with data for another attributes, so data for
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* every vertex will be in one continuous place.
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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().
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*/
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Buffer* addBuffer(bool interleaved);
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/**
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* @brief Bind attribute
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* @param buffer Buffer where bind the attribute to (pointer
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* returned by addBuffer())
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* @param attribute Attribute
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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 T> inline void bindAttribute(Buffer* buffer, GLuint attribute) {
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bindAttribute(buffer, attribute, TypeTraits<T>::count(), TypeTraits<T>::glType());
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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 Vertex attribute */
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struct Attribute {
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GLuint attribute; /**< @brief Attribute ID */
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GLint size; /**< @brief How many items of @c type are in the attribute */
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GLenum 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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/**
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* @brief Buffers with their attributes
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* @return 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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inline const std::map<Buffer*, std::pair<bool, std::vector<Attribute> > >& buffers() { return _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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inline const std::set<GLuint>& attributes() { return _attributes; }
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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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void finalize();
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/**
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* @brief Set the mesh dirty
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*
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* Sets the attribute locations in buffers as dirty, so they are
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* recalculated on next drawing.
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*/
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inline void setDirty() { finalized = false; }
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private:
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Primitive _primitive;
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GLsizei _vertexCount;
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bool finalized;
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std::map<Buffer*, std::pair<bool, std::vector<Attribute> > > _buffers;
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std::set<GLuint> _attributes;
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void bindAttribute(Buffer* buffer, GLuint attribute, GLint size, GLenum type);
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GLsizei sizeOf(GLenum type);
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};
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}
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#endif
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