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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 "ForceRenderer.h"
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#include "Magnum/Buffer.h"
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#include "Magnum/Mesh.h"
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#include "Magnum/DebugTools/ResourceManager.h"
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#include "Magnum/SceneGraph/AbstractCamera.h"
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#include "Magnum/Shaders/Flat.h"
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#include "Implementation/ForceRendererTransformation.h"
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namespace Magnum { namespace DebugTools {
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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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constexpr std::array<Vector2, 4> positions{{
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{0.0f, 0.0f},
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{1.0f, 0.0f},
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{0.9f, 0.1f},
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{0.9f, -0.1f}
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}};
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constexpr std::array<UnsignedByte, 6> indices{{
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0, 1,
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1, 2,
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1, 3
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}};
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}
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template<UnsignedInt dimensions> ForceRenderer<dimensions>::ForceRenderer(SceneGraph::AbstractObject<dimensions, Float>& object, const VectorTypeFor<dimensions, Float>& forcePosition, const VectorTypeFor<dimensions, Float>& force, ResourceKey options, SceneGraph::DrawableGroup<dimensions, Float>* drawables): SceneGraph::Drawable<dimensions, Float>(object, drawables), forcePosition(forcePosition), force(force), options(ResourceManager::instance().get<ForceRendererOptions>(options)) {
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/* Shader */
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shader = ResourceManager::instance().get<AbstractShaderProgram, Shaders::Flat<dimensions>>(shaderKey<dimensions>());
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if(!shader) ResourceManager::instance().set<AbstractShaderProgram>(shader.key(), new Shaders::Flat<dimensions>);
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/* Mesh and vertex buffer */
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mesh = ResourceManager::instance().get<Mesh>("force");
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vertexBuffer = ResourceManager::instance().get<Buffer>("force-vertices");
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indexBuffer = ResourceManager::instance().get<Buffer>("force-indices");
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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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vertexBuffer->setData(positions, BufferUsage::StaticDraw);
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ResourceManager::instance().set(this->vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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indexBuffer->setData(indices, BufferUsage::StaticDraw);
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ResourceManager::instance().set(this->indexBuffer.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual);
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Mesh* mesh = new Mesh;
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mesh->setPrimitive(MeshPrimitive::Lines)
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.setCount(indices.size())
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.addVertexBuffer(*vertexBuffer, 0,
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typename Shaders::Flat<dimensions>::Position(Shaders::Flat<dimensions>::Position::Components::Two))
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.setIndexBuffer(*indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, positions.size());
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ResourceManager::instance().set(this->mesh.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual);
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}
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/* To avoid deleting pointers to incomplete type on destruction of Resource members */
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template<UnsignedInt dimensions> ForceRenderer<dimensions>::~ForceRenderer() = default;
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template<UnsignedInt dimensions> void ForceRenderer<dimensions>::draw(const MatrixTypeFor<dimensions, Float>& transformationMatrix, SceneGraph::AbstractCamera<dimensions, Float>& camera) {
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shader->setTransformationProjectionMatrix(camera.projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.transformPoint(forcePosition), force)*MatrixTypeFor<dimensions, Float>::scaling(VectorTypeFor<dimensions, Float>{options->scale()}))
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.setColor(options->color());
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mesh->draw(*shader);
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}
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template class ForceRenderer<2>;
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template class ForceRenderer<3>;
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}}
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