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108 lines
5.3 KiB
108 lines
5.3 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 |
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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 "ObjectRenderer.h" |
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#include "Magnum/Buffer.h" |
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#include "Magnum/Mesh.h" |
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#include "Magnum/DebugTools/ResourceManager.h" |
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#include "Magnum/MeshTools/CompressIndices.h" |
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#include "Magnum/MeshTools/Interleave.h" |
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#include "Magnum/Primitives/Axis.h" |
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#include "Magnum/SceneGraph/Camera.h" |
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#include "Magnum/Shaders/VertexColor.h" |
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#include "Magnum/Trade/MeshData2D.h" |
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#include "Magnum/Trade/MeshData3D.h" |
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namespace Magnum { namespace DebugTools { |
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namespace { |
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template<UnsignedInt> struct Renderer; |
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template<> struct Renderer<2> { |
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static ResourceKey shader() { return {"VertexColorShader2D"}; } |
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static ResourceKey vertexBuffer() { return {"object2d-vertices"}; } |
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static ResourceKey indexBuffer() { return {"object2d-indices"}; } |
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static ResourceKey mesh() { return {"object2d"}; } |
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static Trade::MeshData2D meshData() { return Primitives::axis2D(); } |
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}; |
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template<> struct Renderer<3> { |
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static ResourceKey shader() { return {"VertexColorShader3D"}; } |
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static ResourceKey vertexBuffer() { return {"object3d-vertices"}; } |
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static ResourceKey indexBuffer() { return {"object3d-indices"}; } |
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static ResourceKey mesh() { return {"object3d"}; } |
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static Trade::MeshData3D meshData() { return Primitives::axis3D(); } |
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}; |
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} |
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/* Doxygen gets confused when using {} to initialize parent object */ |
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template<UnsignedInt dimensions> ObjectRenderer<dimensions>::ObjectRenderer(SceneGraph::AbstractObject<dimensions, Float>& object, ResourceKey options, SceneGraph::DrawableGroup<dimensions, Float>* drawables): SceneGraph::Drawable<dimensions, Float>(object, drawables), _options{ResourceManager::instance().get<ObjectRendererOptions>(options)} { |
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/* Shader */ |
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_shader = ResourceManager::instance().get<AbstractShaderProgram, Shaders::VertexColor<dimensions>>(Renderer<dimensions>::shader()); |
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if(!_shader) ResourceManager::instance().set<AbstractShaderProgram>(_shader.key(), new Shaders::VertexColor<dimensions>); |
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/* Mesh and vertex buffer */ |
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_mesh = ResourceManager::instance().get<Mesh>(Renderer<dimensions>::mesh()); |
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_vertexBuffer = ResourceManager::instance().get<Buffer>(Renderer<dimensions>::vertexBuffer()); |
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_indexBuffer = ResourceManager::instance().get<Buffer>(Renderer<dimensions>::indexBuffer()); |
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if(_mesh) return; |
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/* Create the mesh */ |
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Buffer* vertexBuffer = new Buffer{Buffer::TargetHint::Array}; |
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Buffer* indexBuffer = new Buffer{Buffer::TargetHint::ElementArray}; |
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Mesh* mesh = new Mesh; |
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auto data = Renderer<dimensions>::meshData(); |
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vertexBuffer->setData(MeshTools::interleave(data.positions(0), data.colors(0)), BufferUsage::StaticDraw); |
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ResourceManager::instance().set(_vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
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indexBuffer->setData(MeshTools::compressIndicesAs<UnsignedByte>(data.indices()), BufferUsage::StaticDraw); |
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ResourceManager::instance().set(_indexBuffer.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
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mesh->setPrimitive(MeshPrimitive::Lines) |
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.setCount(data.indices().size()) |
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.addVertexBuffer(*vertexBuffer, 0, |
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typename Shaders::VertexColor<dimensions>::Position(), |
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typename Shaders::VertexColor<dimensions>::Color{Shaders::VertexColor<dimensions>::Color::Components::Four}) |
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.setIndexBuffer(*indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, data.positions(0).size()); |
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ResourceManager::instance().set<Mesh>(_mesh.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual); |
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} |
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/* To avoid deleting pointers to incomplete type on destruction of Resource members */ |
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template<UnsignedInt dimensions> ObjectRenderer<dimensions>::~ObjectRenderer() = default; |
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template<UnsignedInt dimensions> void ObjectRenderer<dimensions>::draw(const MatrixTypeFor<dimensions, Float>& transformationMatrix, SceneGraph::Camera<dimensions, Float>& camera) { |
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_shader->setTransformationProjectionMatrix(camera.projectionMatrix()*transformationMatrix*MatrixTypeFor<dimensions, Float>::scaling(VectorTypeFor<dimensions, Float>{_options->size()})); |
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_mesh->draw(*_shader); |
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} |
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template class ObjectRenderer<2>; |
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template class ObjectRenderer<3>; |
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}}
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