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468 lines
21 KiB
468 lines
21 KiB
/* |
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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 "Compile.h" |
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#include <Corrade/Containers/Optional.h> |
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#include <Corrade/Containers/StridedArrayView.h> |
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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/GenerateNormals.h" |
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#include "Magnum/MeshTools/Duplicate.h" |
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#include "Magnum/MeshTools/Interleave.h" |
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#include "Magnum/Trade/MeshData.h" |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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#include <Corrade/Containers/ArrayViewStl.h> |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/MeshTools/CompressIndices.h" |
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#define _MAGNUM_NO_DEPRECATED_MESHDATA /* So it doesn't yell here */ |
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#include "Magnum/Trade/MeshData2D.h" |
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#include "Magnum/Trade/MeshData3D.h" |
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#endif |
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/* This header is included only privately and doesn't introduce any linker |
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dependency, thus it's completely safe */ |
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#include "Magnum/Shaders/Generic.h" |
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namespace Magnum { namespace MeshTools { |
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namespace { |
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GL::Mesh compileInternal(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer&& vertices, const CompileFlags flags) { |
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/* Only this one flag is allowed at this point */ |
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CORRADE_INTERNAL_ASSERT(!(flags & ~CompileFlag::NoWarnOnCustomAttributes)); |
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CORRADE_ASSERT((!meshData.isIndexed() || indices.id()) && vertices.id(), |
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"MeshTools::compile(): invalid external buffer(s)", GL::Mesh{}); |
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/* Basics */ |
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GL::Mesh mesh; |
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mesh.setPrimitive(meshData.primitive()); |
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/* Vertex data */ |
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GL::Buffer verticesRef = GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array); |
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for(UnsignedInt i = 0; i != meshData.attributeCount(); ++i) { |
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Containers::Optional<GL::DynamicAttribute> attribute; |
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/* Ignore implementation-specific formats because GL needs three |
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separate values to describe them so there's no way to put them in a |
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single 32-bit value :( */ |
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const VertexFormat format = meshData.attributeFormat(i); |
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if(isVertexFormatImplementationSpecific(format)) { |
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if(!(flags & CompileFlag::NoWarnOnCustomAttributes)) |
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Warning{} << "MeshTools::compile(): ignoring attribute" << meshData.attributeName(i) << "with an implementation-specific format" << reinterpret_cast<void*>(vertexFormatUnwrap(format)); |
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continue; |
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} |
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switch(meshData.attributeName(i)) { |
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case Trade::MeshAttribute::Position: |
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/* Pick 3D position always, the format will properly reduce it |
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to a 2-component version if needed */ |
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attribute.emplace(Shaders::Generic3D::Position{}, format); |
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break; |
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case Trade::MeshAttribute::TextureCoordinates: |
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/** @todo have Generic2D derived from Generic that has all |
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attribute definitions common for 2D and 3D */ |
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attribute.emplace(Shaders::Generic2D::TextureCoordinates{}, format); |
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break; |
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case Trade::MeshAttribute::Color: |
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/** @todo have Generic2D derived from Generic that has all |
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attribute definitions common for 2D and 3D */ |
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/* Pick Color4 always, the format will properly reduce it to a |
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3-component version if needed */ |
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attribute.emplace(Shaders::Generic2D::Color4{}, format); |
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break; |
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case Trade::MeshAttribute::Tangent: |
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/* Pick Tangent4 always, the format will properly reduce it to |
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a 3-component version if needed */ |
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attribute.emplace(Shaders::Generic3D::Tangent4{}, format); |
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break; |
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case Trade::MeshAttribute::Bitangent: |
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attribute.emplace(Shaders::Generic3D::Bitangent{}, format); |
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break; |
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case Trade::MeshAttribute::Normal: |
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attribute.emplace(Shaders::Generic3D::Normal{}, format); |
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break; |
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/* So it doesn't yell that we didn't handle a known attribute */ |
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case Trade::MeshAttribute::Custom: break; /* LCOV_EXCL_LINE */ |
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} |
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if(!attribute) { |
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if(!(flags & CompileFlag::NoWarnOnCustomAttributes)) |
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Warning{} << "MeshTools::compile(): ignoring unknown attribute" << meshData.attributeName(i); |
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continue; |
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} |
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/* For the first attribute move the buffer in, for all others use the |
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reference */ |
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if(vertices.id()) mesh.addVertexBuffer(std::move(vertices), |
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meshData.attributeOffset(i), meshData.attributeStride(i), |
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*attribute); |
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else mesh.addVertexBuffer(verticesRef, meshData.attributeOffset(i), |
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meshData.attributeStride(i), *attribute); |
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} |
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if(meshData.isIndexed()) { |
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mesh.setIndexBuffer(std::move(indices), 0, meshData.indexType()) |
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.setCount(meshData.indexCount()); |
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} else mesh.setCount(meshData.vertexCount()); |
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return mesh; |
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} |
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GL::Mesh compileInternal(const Trade::MeshData& meshData, const CompileFlags flags) { |
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GL::Buffer indices{NoCreate}; |
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if(meshData.isIndexed()) { |
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indices = GL::Buffer{GL::Buffer::TargetHint::ElementArray}; |
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indices.setData(meshData.indexData()); |
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} |
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GL::Buffer vertices{GL::Buffer::TargetHint::Array}; |
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vertices.setData(meshData.vertexData()); |
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return compileInternal(meshData, std::move(indices), std::move(vertices), flags); |
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} |
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} |
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer&& vertices) { |
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return compileInternal(meshData, std::move(indices), std::move(vertices), {}); |
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} |
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer& indices, GL::Buffer& vertices) { |
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return compileInternal(meshData, GL::Buffer::wrap(indices.id(), GL::Buffer::TargetHint::ElementArray), GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array), CompileFlag::NoWarnOnCustomAttributes); |
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} |
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer& indices, GL::Buffer&& vertices) { |
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return compileInternal(meshData, GL::Buffer::wrap(indices.id(), GL::Buffer::TargetHint::ElementArray), std::move(vertices), CompileFlag::NoWarnOnCustomAttributes); |
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} |
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer& vertices) { |
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return compileInternal(meshData, std::move(indices), GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array), CompileFlag::NoWarnOnCustomAttributes); |
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} |
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GL::Mesh compile(const Trade::MeshData& meshData) { |
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return compileInternal(meshData, {}); |
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} |
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GL::Mesh compile(const Trade::MeshData& meshData, CompileFlags flags) { |
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/* If we want to generate normals, prepare a new mesh data and recurse, |
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with the flags unset */ |
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if(meshData.primitive() == MeshPrimitive::Triangles && (flags & (CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals))) { |
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CORRADE_ASSERT(meshData.attributeCount(Trade::MeshAttribute::Position), |
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"MeshTools::compile(): the mesh has no positions, can't generate normals", GL::Mesh{}); |
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/* This could fire if we have 2D positions or for packed formats */ |
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CORRADE_ASSERT(meshData.attributeFormat(Trade::MeshAttribute::Position) == VertexFormat::Vector3, |
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"MeshTools::compile(): can't generate normals for" << meshData.attributeFormat(Trade::MeshAttribute::Position) << "positions", GL::Mesh{}); |
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/* If the data already have a normal array, reuse its location, |
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otherwise mix in an extra one */ |
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Trade::MeshAttributeData normalAttribute; |
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Containers::ArrayView<const Trade::MeshAttributeData> extra; |
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if(!meshData.hasAttribute(Trade::MeshAttribute::Normal)) { |
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normalAttribute = Trade::MeshAttributeData{ |
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Trade::MeshAttribute::Normal, VertexFormat::Vector3, |
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nullptr}; |
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extra = {&normalAttribute, 1}; |
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/* If we reuse a normal location, expect correct type */ |
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} else CORRADE_ASSERT(meshData.attributeFormat(Trade::MeshAttribute::Normal) == VertexFormat::Vector3, |
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"MeshTools::compile(): can't generate normals into" << meshData.attributeFormat(Trade::MeshAttribute::Normal), GL::Mesh{}); |
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/* If we want flat normals, we need to first duplicate everything using |
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the index buffer. Otherwise just interleave the potential extra |
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normal attribute in. */ |
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Trade::MeshData generated{MeshPrimitive::Points, 0}; |
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if(flags & CompileFlag::GenerateFlatNormals && meshData.isIndexed()) |
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generated = duplicate(meshData, extra); |
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else |
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generated = interleave(meshData, extra); |
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/* Generate the normals. If we don't have the index buffer, we can only |
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generate flat ones. */ |
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if(flags & CompileFlag::GenerateFlatNormals || !meshData.isIndexed()) |
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generateFlatNormalsInto( |
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generated.attribute<Vector3>(Trade::MeshAttribute::Position), |
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generated.mutableAttribute<Vector3>(Trade::MeshAttribute::Normal)); |
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else |
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generateSmoothNormalsInto(generated.indices(), |
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generated.attribute<Vector3>(Trade::MeshAttribute::Position), |
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generated.mutableAttribute<Vector3>(Trade::MeshAttribute::Normal)); |
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return compile(generated, flags & ~(CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals)); |
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} |
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flags &= ~(CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals); |
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CORRADE_INTERNAL_ASSERT(!(flags & ~CompileFlag::NoWarnOnCustomAttributes)); |
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return compileInternal(meshData, flags); |
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} |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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CORRADE_IGNORE_DEPRECATED_PUSH |
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GL::Mesh compile(const Trade::MeshData2D& meshData) { |
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GL::Mesh mesh; |
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mesh.setPrimitive(meshData.primitive()); |
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/* Decide about stride and offsets */ |
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UnsignedInt stride = sizeof(Shaders::Generic2D::Position::Type); |
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UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic2D::Position::Type); |
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UnsignedInt colorsOffset = sizeof(Shaders::Generic2D::Position::Type); |
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if(meshData.hasTextureCoords2D()) { |
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stride += sizeof(Shaders::Generic2D::TextureCoordinates::Type); |
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colorsOffset += sizeof(Shaders::Generic2D::TextureCoordinates::Type); |
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} |
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if(meshData.hasColors()) |
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stride += sizeof(Shaders::Generic2D::Color4::Type); |
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/* Create vertex buffer */ |
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array}; |
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array); |
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/* Interleave positions and put them in with ownership transfer, use the |
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ref for the rest */ |
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Containers::Array<char> data = MeshTools::interleave( |
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meshData.positions(0), |
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stride - sizeof(Shaders::Generic2D::Position::Type)); |
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mesh.addVertexBuffer(std::move(vertexBuffer), 0, |
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Shaders::Generic2D::Position(), |
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stride - sizeof(Shaders::Generic2D::Position::Type)); |
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/* Add also texture coordinates, if present */ |
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if(meshData.hasTextureCoords2D()) { |
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MeshTools::interleaveInto(data, |
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textureCoordsOffset, |
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meshData.textureCoords2D(0), |
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stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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textureCoordsOffset, |
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Shaders::Generic2D::TextureCoordinates(), |
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stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type)); |
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} |
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/* Add also colors, if present */ |
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if(meshData.hasColors()) { |
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MeshTools::interleaveInto(data, |
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colorsOffset, |
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meshData.colors(0), |
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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colorsOffset, |
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Shaders::Generic3D::Color4(), |
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type)); |
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} |
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/* Fill vertex buffer with interleaved data */ |
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vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw); |
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/* If indexed, fill index buffer and configure indexed mesh */ |
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if(meshData.isIndexed()) { |
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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) = MeshTools::compressIndices(meshData.indices()); |
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GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray}; |
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw); |
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mesh.setCount(meshData.indices().size()) |
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.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd); |
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/* Else set vertex count */ |
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} else mesh.setCount(meshData.positions(0).size()); |
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return mesh; |
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} |
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std::tuple<GL::Mesh, std::unique_ptr<GL::Buffer>, std::unique_ptr<GL::Buffer>> compile(const Trade::MeshData2D& meshData, GL::BufferUsage) { |
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return std::make_tuple(compile(meshData), |
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std::unique_ptr<GL::Buffer>{new GL::Buffer{NoCreate}}, |
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std::unique_ptr<GL::Buffer>{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr}); |
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} |
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GL::Mesh compile(const Trade::MeshData3D& meshData, CompileFlags flags) { |
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GL::Mesh mesh; |
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mesh.setPrimitive(meshData.primitive()); |
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const bool generateNormals = flags & (CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals) && meshData.primitive() == MeshPrimitive::Triangles; |
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/* Decide about stride and offsets */ |
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UnsignedInt stride = sizeof(Shaders::Generic3D::Position::Type); |
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const UnsignedInt normalOffset = sizeof(Shaders::Generic3D::Position::Type); |
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UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic3D::Position::Type); |
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UnsignedInt colorsOffset = sizeof(Shaders::Generic3D::Position::Type); |
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if(meshData.hasNormals() || generateNormals) { |
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stride += sizeof(Shaders::Generic3D::Normal::Type); |
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textureCoordsOffset += sizeof(Shaders::Generic3D::Normal::Type); |
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colorsOffset += sizeof(Shaders::Generic3D::Normal::Type); |
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} |
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if(meshData.hasTextureCoords2D()) { |
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stride += sizeof(Shaders::Generic3D::TextureCoordinates::Type); |
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colorsOffset += sizeof(Shaders::Generic3D::TextureCoordinates::Type); |
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} |
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if(meshData.hasColors()) |
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stride += sizeof(Shaders::Generic3D::Color4::Type); |
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/* Create vertex buffer */ |
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array}; |
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array); |
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/* Indirect reference to the mesh data -- either directly the original mesh |
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data or processed ones */ |
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Containers::StridedArrayView1D<const Vector3> positions; |
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Containers::StridedArrayView1D<const Vector3> normals; |
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Containers::StridedArrayView1D<const Vector2> textureCoords2D; |
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Containers::StridedArrayView1D<const Color4> colors; |
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bool useIndices; /**< @todo turn into a view once compressIndices() takes views */ |
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/* If the mesh has no normals, we want to generate them and the mesh is an |
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indexed triangle mesh, duplicate all attributes, otherwise just |
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reference the original data */ |
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Containers::Array<Vector3> positionStorage; |
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Containers::Array<Vector3> normalStorage; |
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Containers::Array<Vector2> textureCoords2DStorage; |
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Containers::Array<Color4> colorStorage; |
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if(generateNormals) { |
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/* If we want flat normals and the mesh is indexed, duplicate all |
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attributes */ |
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if(flags & CompileFlag::GenerateFlatNormals && meshData.isIndexed()) { |
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positionStorage = duplicate( |
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Containers::stridedArrayView(meshData.indices()), Containers::stridedArrayView(meshData.positions(0))); |
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positions = Containers::arrayView(positionStorage); |
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if(meshData.hasTextureCoords2D()) { |
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textureCoords2DStorage = duplicate( |
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Containers::stridedArrayView(meshData.indices()), |
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Containers::stridedArrayView(meshData.textureCoords2D(0))); |
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textureCoords2D = Containers::arrayView(textureCoords2DStorage); |
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} |
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if(meshData.hasColors()) { |
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colorStorage = duplicate( |
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Containers::stridedArrayView(meshData.indices()), |
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Containers::stridedArrayView(meshData.colors(0))); |
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colors = Containers::arrayView(colorStorage); |
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} |
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} else { |
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positions = meshData.positions(0); |
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if(meshData.hasTextureCoords2D()) |
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textureCoords2D = meshData.textureCoords2D(0); |
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if(meshData.hasColors()) |
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colors = meshData.colors(0); |
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} |
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if(flags & CompileFlag::GenerateFlatNormals || !meshData.isIndexed()) { |
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normalStorage = generateFlatNormals(positions); |
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useIndices = false; |
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} else { |
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normalStorage = generateSmoothNormals(meshData.indices(), positions); |
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useIndices = true; |
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} |
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normals = Containers::arrayView(normalStorage); |
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} else { |
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positions = meshData.positions(0); |
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if(meshData.hasNormals()) normals = meshData.normals(0); |
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if(meshData.hasTextureCoords2D()) textureCoords2D = meshData.textureCoords2D(0); |
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if(meshData.hasColors()) colors = meshData.colors(0); |
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useIndices = meshData.isIndexed(); |
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} |
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/* Interleave positions and put them in with ownership transfer, use the |
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ref for the rest */ |
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Containers::Array<char> data = MeshTools::interleave( |
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positions, |
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stride - sizeof(Shaders::Generic3D::Position::Type)); |
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mesh.addVertexBuffer(std::move(vertexBuffer), 0, |
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Shaders::Generic3D::Position(), |
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stride - sizeof(Shaders::Generic3D::Position::Type)); |
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/* Add also normals, if present */ |
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if(normals) { |
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MeshTools::interleaveInto(data, |
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normalOffset, |
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normals, |
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stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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normalOffset, |
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Shaders::Generic3D::Normal(), |
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stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type)); |
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} |
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/* Add also texture coordinates, if present */ |
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if(textureCoords2D) { |
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MeshTools::interleaveInto(data, |
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textureCoordsOffset, |
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textureCoords2D, |
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stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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textureCoordsOffset, |
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Shaders::Generic3D::TextureCoordinates(), |
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stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type)); |
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} |
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/* Add also colors, if present */ |
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if(colors) { |
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MeshTools::interleaveInto(data, |
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colorsOffset, |
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colors, |
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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colorsOffset, |
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Shaders::Generic3D::Color4(), |
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stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type)); |
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} |
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/* Fill vertex buffer with interleaved data */ |
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vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw); |
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/* If indexed (and the mesh didn't have the vertex data duplicated for flat |
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normals), fill index buffer and configure indexed mesh */ |
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if(useIndices) { |
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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) = MeshTools::compressIndices(meshData.indices()); |
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GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray}; |
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw); |
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mesh.setCount(meshData.indices().size()) |
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.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd); |
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/* Else set vertex count */ |
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} else mesh.setCount(positions.size()); |
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return mesh; |
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} |
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std::tuple<GL::Mesh, std::unique_ptr<GL::Buffer>, std::unique_ptr<GL::Buffer>> compile(const Trade::MeshData3D& meshData, GL::BufferUsage) { |
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return std::make_tuple(compile(meshData), |
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std::unique_ptr<GL::Buffer>{new GL::Buffer{NoCreate}}, |
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std::unique_ptr<GL::Buffer>{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr}); |
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} |
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CORRADE_IGNORE_DEPRECATED_POP |
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#endif |
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}}
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