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427 lines
11 KiB
427 lines
11 KiB
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8 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, 2014, 2015, 2016, 2017, 2018
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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 <numeric>
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#include "Magnum/Buffer.h"
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#include "Magnum/DefaultFramebuffer.h"
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#include "Magnum/Mesh.h"
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#include "Magnum/Texture.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/MeshTools/Duplicate.h"
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#include "Magnum/Shaders/DistanceFieldVector.h"
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#include "Magnum/Shaders/Flat.h"
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#include "Magnum/Shaders/MeshVisualizer.h"
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#include "Magnum/Shaders/Phong.h"
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#include "Magnum/Shaders/Vector.h"
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#include "Magnum/Shaders/VertexColor.h"
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using namespace Magnum;
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using namespace Magnum::Math::Literals;
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int main() {
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{
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/* [shaders-setup] */
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struct Vertex {
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Vector3 position;
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Vector3 normal;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Phong::Position{},
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Shaders::Phong::Normal{},
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Shaders::Phong::TextureCoordinates{})
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//...
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;
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/* [shaders-setup] */
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/* [shaders-rendering] */
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Matrix4 transformationMatrix, projectionMatrix;
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Texture2D diffuseTexture, specularTexture;
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Shaders::Phong shader{Shaders::Phong::Flag::DiffuseTexture};
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shader.setDiffuseTexture(diffuseTexture)
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.setLightPosition({5.0f, 5.0f, 7.0f})
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.setTransformationMatrix(transformationMatrix)
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.setNormalMatrix(transformationMatrix.rotation())
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.setProjectionMatrix(projectionMatrix);
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mesh.draw(shader);
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/* [shaders-rendering] */
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/* [shaders-generic] */
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Generic3D::Position{},
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Shaders::Generic3D::Normal{},
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Shaders::Generic3D::TextureCoordinates{});
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/* [shaders-generic] */
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/* [shaders-meshvisualizer] */
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Shaders::MeshVisualizer visualizerShader{Shaders::MeshVisualizer::Flag::Wireframe};
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visualizerShader
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.setColor(0x2f83cc_rgbf)
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.setWireframeColor(0xdcdcdc_rgbf)
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.setViewportSize(Vector2{defaultFramebuffer.viewport().size()})
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(visualizerShader);
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/* [shaders-meshvisualizer] */
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}
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{
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/* [DistanceFieldVector-usage1] */
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struct Vertex {
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Vector2 position;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::DistanceFieldVector2D::Position{},
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Shaders::DistanceFieldVector2D::TextureCoordinates{})
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// ...
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;
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/* [DistanceFieldVector-usage1] */
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}
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{
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Mesh mesh;
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/* [DistanceFieldVector-usage2] */
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Matrix3 transformationMatrix, projectionMatrix;
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Texture2D texture;
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Shaders::DistanceFieldVector2D shader;
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shader.setColor(0x2f83cc_rgbf)
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.setOutlineColor(0xdcdcdc_rgbf)
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.setOutlineRange(0.6f, 0.4f)
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.setVectorTexture(texture)
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [DistanceFieldVector-usage2] */
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}
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{
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/* [Flat-usage-colored1] */
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struct Vertex {
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Vector3 position;
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};
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Vertex data[60]{
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//...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0, Shaders::Flat3D::Position{})
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// ...
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;
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/* [Flat-usage-colored1] */
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/* [Flat-usage-colored2] */
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
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Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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Shaders::Flat3D shader;
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shader.setColor(0x2f83cc_rgbf)
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [Flat-usage-colored2] */
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}
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{
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/* [Flat-usage-textured1] */
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struct Vertex {
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Vector3 position;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Flat3D::Position{},
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Shaders::Flat3D::TextureCoordinates{})
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// ...
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;
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/* [Flat-usage-textured1] */
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/* [Flat-usage-textured2] */
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Matrix4 transformationMatrix, projectionMatrix;
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Texture2D texture;
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Shaders::Flat3D shader{Shaders::Flat3D::Flag::Textured};
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shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
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.setTexture(texture);
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mesh.draw(shader);
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/* [Flat-usage-textured2] */
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}
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{
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/* [MeshVisualizer-usage-geom1] */
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struct Vertex {
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Vector3 position;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizer::Position{});
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/* [MeshVisualizer-usage-geom1] */
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/* [MeshVisualizer-usage-geom2] */
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
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Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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Shaders::MeshVisualizer shader{Shaders::MeshVisualizer::Flag::Wireframe};
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shader.setColor(0x2f83cc_rgbf)
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.setWireframeColor(0xdcdcdc_rgbf)
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.setViewportSize(Vector2{defaultFramebuffer.viewport().size()})
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [MeshVisualizer-usage-geom2] */
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/* [MeshVisualizer-usage-no-geom-old1] */
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constexpr std::size_t vertexCount = Containers::arraySize(data);
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Float vertexIndex[vertexCount];
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std::iota(vertexIndex, vertexIndex + vertexCount, 0.0f);
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Buffer vertexIndices;
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vertexIndices.setData(vertexIndex, BufferUsage::StaticDraw);
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mesh.addVertexBuffer(vertexIndices, 0, Shaders::MeshVisualizer::VertexIndex{});
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/* [MeshVisualizer-usage-no-geom-old1] */
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}
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{
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Mesh mesh;
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/* [MeshVisualizer-usage-no-geom-old2] */
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Matrix4 transformationMatrix, projectionMatrix;
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Shaders::MeshVisualizer shader{Shaders::MeshVisualizer::Flag::Wireframe|
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Shaders::MeshVisualizer::Flag::NoGeometryShader};
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shader.setColor(0x2f83cc_rgbf)
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.setWireframeColor(0xdcdcdc_rgbf)
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
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mesh.draw(shader);
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/* [MeshVisualizer-usage-no-geom-old2] */
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}
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{
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/* [MeshVisualizer-usage-no-geom] */
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std::vector<UnsignedInt> indices{
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// ...
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};
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std::vector<Vector3> indexedPositions{
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// ...
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};
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/* De-indexing the position array */
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Buffer vertices;
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vertices.setData(MeshTools::duplicate(indices, indexedPositions),
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BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizer::Position{});
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/* [MeshVisualizer-usage-no-geom] */
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}
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{
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/* [Phong-usage-colored1] */
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struct Vertex {
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Vector3 position;
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Vector3 normal;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Phong::Position{},
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Shaders::Phong::Normal{});
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/* [Phong-usage-colored1] */
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/* [Phong-usage-colored2] */
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
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Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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Shaders::Phong shader;
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shader.setDiffuseColor(0x2f83cc_rgbf)
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.setShininess(200.0f)
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.setLightPosition({5.0f, 5.0f, 7.0f})
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.setTransformationMatrix(transformationMatrix)
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.setNormalMatrix(transformationMatrix.rotation())
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.setProjectionMatrix(projectionMatrix);
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mesh.draw(shader);
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/* [Phong-usage-colored2] */
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}
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{
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/* [Phong-usage-texture1] */
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struct Vertex {
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Vector3 position;
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Vector3 normal;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Phong::Position{},
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Shaders::Phong::Normal{},
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Shaders::Phong::TextureCoordinates{});
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/* [Phong-usage-texture1] */
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/* [Phong-usage-texture2] */
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Matrix4 transformationMatrix, projectionMatrix;
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Texture2D diffuseTexture, specularTexture;
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Shaders::Phong shader{Shaders::Phong::Flag::DiffuseTexture|
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Shaders::Phong::Flag::SpecularTexture};
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shader.setTextures(nullptr, &diffuseTexture, &specularTexture)
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.setLightPosition({5.0f, 5.0f, 7.0f})
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.setTransformationMatrix(transformationMatrix)
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.setNormalMatrix(transformationMatrix.rotation())
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.setProjectionMatrix(projectionMatrix);
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mesh.draw(shader);
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/* [Phong-usage-texture2] */
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}
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{
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Texture2D ambientAlphaTexture, diffuseAlphaTexture;
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Color3 diffuseRgb, specularRgb;
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/* [Phong-usage-alpha] */
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Shaders::Phong shader{Shaders::Phong::Flag::AmbientTexture|
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Shaders::Phong::Flag::DiffuseTexture};
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shader.setTextures(&ambientAlphaTexture, &diffuseAlphaTexture, nullptr)
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.setAmbientColor(0x000000ff_rgbf)
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.setDiffuseColor(Color4{diffuseRgb, 0.0f})
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.setSpecularColor(Color4{specularRgb, 0.0f});
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/* [Phong-usage-alpha] */
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}
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{
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/* [Vector-usage1] */
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struct Vertex {
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Vector2 position;
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Vector2 textureCoordinates;
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};
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Vertex data[60]{
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// ...
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};
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Buffer vertices;
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vertices.setData(data, BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.addVertexBuffer(vertices, 0,
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Shaders::Vector2D::Position{},
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Shaders::Vector2D::TextureCoordinates{});
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/* [Vector-usage1] */
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/* [Vector-usage2] */
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Matrix3 transformationMatrix, projectionMatrix;
|
||
|
|
Texture2D texture;
|
||
|
|
|
||
|
|
Shaders::Vector2D shader;
|
||
|
|
shader.setColor(0x2f83cc_rgbf)
|
||
|
|
.setVectorTexture(texture)
|
||
|
|
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
|
||
|
|
|
||
|
|
mesh.draw(shader);
|
||
|
|
/* [Vector-usage2] */
|
||
|
|
}
|
||
|
|
|
||
|
|
{
|
||
|
|
/* [VertexColor-usage1] */
|
||
|
|
struct Vertex {
|
||
|
|
Vector3 position;
|
||
|
|
Color3 color;
|
||
|
|
};
|
||
|
|
Vertex data[60]{
|
||
|
|
// ...
|
||
|
|
};
|
||
|
|
|
||
|
|
Buffer vertices;
|
||
|
|
vertices.setData(data, BufferUsage::StaticDraw);
|
||
|
|
|
||
|
|
Mesh mesh;
|
||
|
|
mesh.addVertexBuffer(vertices, 0,
|
||
|
|
Shaders::VertexColor3D::Position{},
|
||
|
|
Shaders::VertexColor3D::Color{Shaders::VertexColor3D::Color::Components::Three});
|
||
|
|
/* [VertexColor-usage1] */
|
||
|
|
|
||
|
|
/* [VertexColor-usage2] */
|
||
|
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
|
||
|
|
Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
|
||
|
|
|
||
|
|
Shaders::VertexColor3D shader;
|
||
|
|
shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix);
|
||
|
|
|
||
|
|
mesh.draw(shader);
|
||
|
|
/* [VertexColor-usage2] */
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|