mirror of https://github.com/mosra/magnum.git
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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 "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/Mesh.h" |
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#include "Magnum/Math/Vector3.h" |
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#include "Magnum/MeshTools/CompressIndices.h" |
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#include "Magnum/MeshTools/Interleave.h" |
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using namespace Magnum; |
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int main() { |
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{ |
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/* [compressIndices] */ |
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std::vector<UnsignedInt> indices; |
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Containers::Array<char> indexData; |
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MeshIndexType indexType; |
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UnsignedInt indexStart, indexEnd; |
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std::tie(indexData, indexType, indexStart, indexEnd) = |
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MeshTools::compressIndices(indices); |
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GL::Buffer indexBuffer; |
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw); |
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GL::Mesh mesh; |
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mesh.setCount(indices.size()) |
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.setIndexBuffer(indexBuffer, 0, indexType, indexStart, indexEnd); |
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/* [compressIndices] */ |
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} |
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{ |
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struct MyShader { |
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typedef GL::Attribute<0, Vector3> Position; |
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typedef GL::Attribute<0, Vector2> TextureCoordinates; |
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}; |
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/* [interleave1] */ |
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std::vector<Vector3> positions; |
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std::vector<Vector2> textureCoordinates; |
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GL::Buffer vertexBuffer; |
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vertexBuffer.setData(MeshTools::interleave(positions, textureCoordinates), GL::BufferUsage::StaticDraw); |
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GL::Mesh mesh; |
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mesh.setCount(positions.size()) |
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.addVertexBuffer(vertexBuffer, 0, MyShader::Position{}, MyShader::TextureCoordinates{}); |
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/* [interleave1] */ |
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} |
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} |
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