/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include /* std::move() in a snippet */ #include #include #include "Magnum/GL/AbstractShaderProgram.h" #include "Magnum/GL/Buffer.h" #include "Magnum/GL/Mesh.h" #include "Magnum/GL/MeshView.h" #include "Magnum/Math/Color.h" #include "Magnum/MeshTools/Compile.h" #include "Magnum/MeshTools/CompressIndices.h" #include "Magnum/MeshTools/Concatenate.h" #include "Magnum/MeshTools/Interleave.h" #include "Magnum/Trade/MeshData.h" #ifdef MAGNUM_BUILD_DEPRECATED #include #include #endif #define DOXYGEN_ELLIPSIS(...) __VA_ARGS__ using namespace Magnum; using namespace Magnum::Math::Literals; /* Make sure the name doesn't conflict with any other snippets to avoid linker warnings, unlike with `int main()` there now has to be a declaration to avoid -Wmisssing-prototypes */ void mainMeshToolsGL(); void mainMeshToolsGL() { { struct MyShader: GL::AbstractShaderProgram { MyShader& setColor(const Color3&) { return *this; } MyShader& draw(GL::MeshView& mesh) { GL::AbstractShaderProgram::draw(mesh); return *this; } } shader; /* [meshtools-concatenate] */ Trade::MeshData sphere = DOXYGEN_ELLIPSIS(Trade::MeshData{{}, 0}); Trade::MeshData cube = DOXYGEN_ELLIPSIS(Trade::MeshData{{}, 0}); Trade::MeshData cylinder = DOXYGEN_ELLIPSIS(Trade::MeshData{{}, 0}); Trade::MeshData primitives = MeshTools::concatenate({sphere, cube, cylinder}); GL::Mesh mesh = MeshTools::compile(primitives); /* [meshtools-concatenate] */ /* [meshtools-concatenate-offsets] */ GL::MeshView meshSphereView{mesh}, meshCubeView{mesh}, meshCylinderView{mesh}; meshSphereView .setIndexOffset(0) .setCount(sphere.indexCount()); meshCubeView .setIndexOffset(meshSphereView.indexOffset() + meshSphereView.count()) .setCount(cube.indexCount()); meshCylinderView .setIndexOffset(meshCubeView.indexOffset() + meshCubeView.count()) .setCount(cylinder.indexCount()); shader .setColor(0x2f83cc_rgbf) .draw(meshSphereView) .setColor(0x3bd267_rgbf) .draw(meshCubeView) .setColor(0xc7cf2f_rgbf) .draw(meshCylinderView); /* [meshtools-concatenate-offsets] */ } { Trade::MeshData meshData{MeshPrimitive::Lines, 5}; /* [compile-external] */ GL::Buffer indices{meshData.indexData()}; GL::Buffer vertices{meshData.vertexData()}; GL::Mesh mesh = MeshTools::compile(meshData, indices, vertices); /* [compile-external] */ } { Trade::MeshData meshData{MeshPrimitive::Lines, 5}; /* [compile-external-attributes] */ struct MyShader: GL::AbstractShaderProgram { typedef GL::Attribute MyCustomAttribute; DOXYGEN_ELLIPSIS() }; Trade::MeshAttribute myCustomAttribute = DOXYGEN_ELLIPSIS({}); GL::Buffer indices{meshData.indexData()}; GL::Buffer vertices{meshData.vertexData()}; /* Let compile() handle the usual attributes and configure custom ones after */ GL::Mesh mesh = MeshTools::compile(meshData, std::move(indices), vertices); mesh.addVertexBuffer(std::move(vertices), meshData.attributeOffset(myCustomAttribute), meshData.attributeStride(myCustomAttribute), GL::DynamicAttribute{ MyShader::MyCustomAttribute{}, meshData.attributeFormat(myCustomAttribute) }); /* [compile-external-attributes] */ } { /* [compressIndices] */ Containers::Array indices; Containers::Pair, MeshIndexType> compressed = MeshTools::compressIndices(indices); GL::Buffer indexBuffer; indexBuffer.setData(compressed.first()); GL::Mesh mesh; mesh.setCount(indices.size()) .setIndexBuffer(indexBuffer, 0, compressed.second()); /* [compressIndices] */ } #ifdef MAGNUM_BUILD_DEPRECATED { CORRADE_IGNORE_DEPRECATED_PUSH /* [compressIndices-stl] */ std::vector indices; Containers::Array indexData; MeshIndexType indexType; UnsignedInt indexStart, indexEnd; std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(indices); GL::Mesh mesh; mesh.setCount(indices.size()) .setIndexBuffer(GL::Buffer{indexData}, 0, indexType, indexStart, indexEnd); /* [compressIndices-stl] */ } CORRADE_IGNORE_DEPRECATED_POP #endif { struct MyShader { typedef GL::Attribute<0, Vector3> Position; typedef GL::Attribute<0, Vector2> TextureCoordinates; }; /* [interleave1] */ Containers::ArrayView positions; Containers::ArrayView textureCoordinates; GL::Buffer vertexBuffer; vertexBuffer.setData(MeshTools::interleave(positions, textureCoordinates)); GL::Mesh mesh; mesh.setCount(positions.size()) .addVertexBuffer(vertexBuffer, 0, MyShader::Position{}, MyShader::TextureCoordinates{}); /* [interleave1] */ } }