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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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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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#include "ObjectRenderer.h"
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#include "Magnum/Buffer.h"
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#include "Magnum/DebugTools/ResourceManager.h"
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#include "Magnum/MeshTools/Interleave.h"
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#include "Magnum/SceneGraph/AbstractCamera.h"
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#include "Magnum/Shaders/VertexColor.h"
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namespace Magnum { namespace DebugTools {
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namespace {
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template<UnsignedInt> struct Renderer;
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template<> struct Renderer<2> {
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static ResourceKey shader() { return {"VertexColorShader2D"}; }
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static ResourceKey vertexBuffer() { return {"object2d-vertices"}; }
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static ResourceKey indexBuffer() { return {"object2d-indices"}; }
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static ResourceKey mesh() { return {"object2d"}; }
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static const std::array<Vector2, 8> positions;
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static const std::array<Color3, 8> colors;
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static const std::array<UnsignedByte, 12> indices;
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};
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const std::array<Vector2, 8> Renderer<2>::positions{{
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{ 0.0f, 0.0f},
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{ 1.0f, 0.0f}, /* X axis */
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{ 0.9f, 0.1f},
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{ 0.9f, -0.1f},
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{ 0.0f, 0.0f},
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{ 0.0f, 1.0f}, /* Y axis */
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{ 0.1f, 0.9f},
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{-0.1f, 0.9f}
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}};
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const std::array<Color3, 8> Renderer<2>::colors{{
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f}, /* X axis */
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f}, /* Y axis */
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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}};
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const std::array<UnsignedByte, 12> Renderer<2>::indices{{
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0, 1,
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1, 2, /* X axis */
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1, 3,
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4, 5,
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5, 6, /* Y axis */
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5, 7
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}};
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template<> struct Renderer<3> {
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static ResourceKey shader() { return {"VertexColorShader3D"}; }
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static ResourceKey vertexBuffer() { return {"object3d-vertices"}; }
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static ResourceKey indexBuffer() { return {"object3d-indices"}; }
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static ResourceKey mesh() { return {"object3d"}; }
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static const std::array<Vector3, 12> positions;
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static const std::array<Color3, 12> colors;
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static const std::array<uint8_t, 18> indices;
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};
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const std::array<Vector3, 12> Renderer<3>::positions{{
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{ 0.0f, 0.0f, 0.0f},
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{ 1.0f, 0.0f, 0.0f}, /* X axis */
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{ 0.9f, 0.1f, 0.0f},
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{ 0.9f, -0.1f, 0.0f},
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{ 0.0f, 0.0f, 0.0f},
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{ 0.0f, 1.0f, 0.0f}, /* Y axis */
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{ 0.1f, 0.9f, 0.0f},
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{-0.1f, 0.9f, 0.0f},
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{ 0.0f, 0.0f, 0.0f},
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{ 0.0f, 0.0f, 1.0f}, /* Z axis */
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{ 0.1f, 0.0f, 0.9f},
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{-0.1f, 0.0f, 0.9f}
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}};
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const std::array<Color3, 12> Renderer<3>::colors{{
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f}, /* X axis */
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f}, /* Y axis */
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f}, /* Z axis */
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f}
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}};
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const std::array<UnsignedByte, 18> Renderer<3>::indices{{
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0, 1,
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1, 2, /* X axis */
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1, 3,
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4, 5,
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5, 6, /* Y axis */
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5, 7,
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8, 9,
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9, 10, /* Z axis */
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9, 11
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}};
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}
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template<UnsignedInt dimensions> ObjectRenderer<dimensions>::ObjectRenderer(SceneGraph::AbstractObject<dimensions, Float>& object, ResourceKey options, SceneGraph::DrawableGroup<dimensions, Float>* drawables): SceneGraph::Drawable<dimensions, Float>(object, drawables), options(ResourceManager::instance().get<ObjectRendererOptions>(options)) {
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/* Shader */
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shader = ResourceManager::instance().get<AbstractShaderProgram, Shaders::VertexColor<dimensions>>(Renderer<dimensions>::shader());
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if(!shader) ResourceManager::instance().set<AbstractShaderProgram>(shader.key(), new Shaders::VertexColor<dimensions>);
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/* Mesh and vertex buffer */
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mesh = ResourceManager::instance().get<Mesh>(Renderer<dimensions>::mesh());
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vertexBuffer = ResourceManager::instance().get<Buffer>(Renderer<dimensions>::vertexBuffer());
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indexBuffer = ResourceManager::instance().get<Buffer>(Renderer<dimensions>::indexBuffer());
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if(mesh) return;
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/* Create the mesh */
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Buffer* vertexBuffer = new Buffer(Buffer::Target::Array);
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Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray);
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Mesh* mesh = new Mesh;
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MeshTools::interleave(*mesh, *vertexBuffer, BufferUsage::StaticDraw, Renderer<dimensions>::positions, Renderer<dimensions>::colors);
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ResourceManager::instance().set(this->vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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indexBuffer->setData(Renderer<dimensions>::indices, BufferUsage::StaticDraw);
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ResourceManager::instance().set(this->indexBuffer.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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mesh->setPrimitive(MeshPrimitive::Lines)
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.setIndexCount(Renderer<dimensions>::indices.size())
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.addVertexBuffer(*vertexBuffer, 0,
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typename Shaders::VertexColor<dimensions>::Position(),
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typename Shaders::VertexColor<dimensions>::Color())
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.setIndexBuffer(*indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, Renderer<dimensions>::positions.size());
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ResourceManager::instance().set<Mesh>(this->mesh.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
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}
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template<UnsignedInt dimensions> void ObjectRenderer<dimensions>::draw(const typename DimensionTraits<dimensions, Float>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions, Float>& camera) {
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shader->setTransformationProjectionMatrix(camera.projectionMatrix()*transformationMatrix*DimensionTraits<dimensions, Float>::MatrixType::scaling(typename DimensionTraits<dimensions, Float>::VectorType(options->size())));
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mesh->draw(*shader);
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}
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template class ObjectRenderer<2>;
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template class ObjectRenderer<3>;
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}}
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