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Also split the file to stuff that requires TARGET_GL and stuff which doesn't.pull/308/head
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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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