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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, 2019
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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 <Corrade/TestSuite/Tester.h>
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#include "Magnum/Image.h"
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#include "Magnum/PixelFormat.h"
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#include "Magnum/DebugTools/ForceRenderer.h"
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#include "Magnum/DebugTools/ResourceManager.h"
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#include "Magnum/DebugTools/ObjectRenderer.h"
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#include "Magnum/DebugTools/TextureImage.h"
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#include "Magnum/GL/CubeMapTexture.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Math/Range.h"
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#include "Magnum/SceneGraph/Drawable.h"
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#include "Magnum/SceneGraph/Object.h"
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#include "Magnum/SceneGraph/MatrixTransformation3D.h"
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#ifndef MAGNUM_TARGET_GLES2
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#include "Magnum/GL/BufferImage.h"
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#endif
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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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SceneGraph::Object<SceneGraph::MatrixTransformation3D>* object{};
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/* [debug-tools-renderers] */
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// Global instance of debug resource manager, drawable group for the renderers
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DebugTools::ResourceManager manager;
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SceneGraph::DrawableGroup3D debugDrawables;
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// Create renderer options which will be referenced later by "my" resource key
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DebugTools::ResourceManager::instance().set("my",
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DebugTools::ObjectRendererOptions{}.setSize(0.3f));
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// Create debug renderer for given object, use "my" options for it. The
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// renderer is automatically added to the object features and also to
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// specified drawable group.
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new DebugTools::ObjectRenderer3D{*object, "my", &debugDrawables};
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/* [debug-tools-renderers] */
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}
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{
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SceneGraph::Object<SceneGraph::MatrixTransformation3D>* object{};
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SceneGraph::DrawableGroup3D debugDrawables;
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/* [ForceRenderer] */
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DebugTools::ResourceManager::instance().set("my",
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DebugTools::ForceRendererOptions{}
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.setSize(5.0f)
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.setColor(Color3::fromHsv({120.0_degf, 1.0f, 0.7f})));
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// Create debug renderer for given object, use "my" options for it
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Vector3 force;
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new DebugTools::ForceRenderer3D(*object, {0.3f, 1.5f, -0.7f}, force, "my",
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&debugDrawables);
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/* [ForceRenderer] */
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}
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{
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SceneGraph::Object<SceneGraph::MatrixTransformation3D>* object{};
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SceneGraph::DrawableGroup3D debugDrawables;
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/* [ObjectRenderer] */
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// Create some options
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DebugTools::ResourceManager::instance().set("my",
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DebugTools::ObjectRendererOptions{}.setSize(0.3f));
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// Create debug renderer for given object, use "my" options for it
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new DebugTools::ObjectRenderer3D(*object, "my", &debugDrawables);
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/* [ObjectRenderer] */
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}
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{
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GL::Texture2D texture;
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Range2Di rect;
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/* [textureSubImage-2D-rvalue] */
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Image2D image = DebugTools::textureSubImage(texture, 0, rect,
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{PixelFormat::RGBA8Unorm});
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/* [textureSubImage-2D-rvalue] */
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}
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#ifndef MAGNUM_TARGET_GLES2
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{
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GL::Texture2D texture;
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Range2Di rect;
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/* [textureSubImage-2D-rvalue-buffer] */
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GL::BufferImage2D image = DebugTools::textureSubImage(texture, 0, rect,
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{PixelFormat::RGBA8Unorm}, GL::BufferUsage::StaticRead);
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/* [textureSubImage-2D-rvalue-buffer] */
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}
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#endif
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{
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GL::CubeMapTexture texture;
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Range2Di rect;
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/* [textureSubImage-cubemap-rvalue] */
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Image2D image = DebugTools::textureSubImage(texture,
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GL::CubeMapCoordinate::PositiveX, 0, rect, {PixelFormat::RGBA8Unorm});
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/* [textureSubImage-cubemap-rvalue] */
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}
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#ifndef MAGNUM_TARGET_GLES2
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{
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GL::CubeMapTexture texture;
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Range2Di rect;
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/* [textureSubImage-cubemap-rvalue-buffer] */
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GL::BufferImage2D image = DebugTools::textureSubImage(texture,
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GL::CubeMapCoordinate::PositiveX, 0, rect, {PixelFormat::RGBA8Unorm},
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GL::BufferUsage::StaticRead);
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/* [textureSubImage-cubemap-rvalue-buffer] */
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}
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#endif
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}
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