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107 lines
4.8 KiB
107 lines
4.8 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014 |
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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 "ForceRenderer.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/SceneGraph/AbstractCamera.h" |
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#include "Magnum/Shaders/Flat.h" |
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#include "Implementation/ForceRendererTransformation.h" |
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namespace Magnum { namespace DebugTools { |
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namespace { |
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template<UnsignedInt dimensions> ResourceKey shaderKey(); |
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template<> inline ResourceKey shaderKey<2>() { return ResourceKey("FlatShader2D"); } |
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template<> inline ResourceKey shaderKey<3>() { return ResourceKey("FlatShader3D"); } |
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/** @bug Why this is not constexpr under GCC 4.6? */ |
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#ifndef CORRADE_GCC46_COMPATIBILITY |
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constexpr std::array<Vector2, 4> positions{{ |
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#else |
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const std::array<Vector2, 4> positions{{ |
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#endif |
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{0.0f, 0.0f}, |
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{1.0f, 0.0f}, |
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{0.9f, 0.1f}, |
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{0.9f, -0.1f} |
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}}; |
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#ifndef CORRADE_GCC46_COMPATIBILITY |
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constexpr std::array<UnsignedByte, 6> indices{{ |
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#else |
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const std::array<UnsignedByte, 6> indices{{ |
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#endif |
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0, 1, |
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1, 2, |
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1, 3 |
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}}; |
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} |
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template<UnsignedInt dimensions> ForceRenderer<dimensions>::ForceRenderer(SceneGraph::AbstractObject<dimensions, Float>& object, const typename DimensionTraits<dimensions, Float>::VectorType& forcePosition, const typename DimensionTraits<dimensions, Float>::VectorType& force, ResourceKey options, SceneGraph::DrawableGroup<dimensions, Float>* drawables): SceneGraph::Drawable<dimensions, Float>(object, drawables), forcePosition(forcePosition), force(force), options(ResourceManager::instance().get<ForceRendererOptions>(options)) { |
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/* Shader */ |
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shader = ResourceManager::instance().get<AbstractShaderProgram, Shaders::Flat<dimensions>>(shaderKey<dimensions>()); |
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if(!shader) ResourceManager::instance().set<AbstractShaderProgram>(shader.key(), new Shaders::Flat<dimensions>); |
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/* Mesh and vertex buffer */ |
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mesh = ResourceManager::instance().get<Mesh>("force"); |
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vertexBuffer = ResourceManager::instance().get<Buffer>("force-vertices"); |
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indexBuffer = ResourceManager::instance().get<Buffer>("force-indices"); |
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if(mesh) return; |
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/* Create the mesh */ |
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Buffer* vertexBuffer = new Buffer(Buffer::Target::Array); |
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Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray); |
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vertexBuffer->setData(positions, BufferUsage::StaticDraw); |
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ResourceManager::instance().set(this->vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
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indexBuffer->setData(indices, BufferUsage::StaticDraw); |
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ResourceManager::instance().set(this->indexBuffer.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
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Mesh* mesh = new Mesh; |
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mesh->setPrimitive(MeshPrimitive::Lines) |
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.setIndexCount(indices.size()) |
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.addVertexBuffer(*vertexBuffer, 0, |
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typename Shaders::Flat<dimensions>::Position(Shaders::Flat<dimensions>::Position::Components::Two)) |
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.setIndexBuffer(*indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, positions.size()); |
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ResourceManager::instance().set(this->mesh.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual); |
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} |
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template<UnsignedInt dimensions> void ForceRenderer<dimensions>::draw(const typename DimensionTraits<dimensions, Float>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions, Float>& camera) { |
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shader->setTransformationProjectionMatrix(camera.projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.transformPoint(forcePosition), force)*DimensionTraits<dimensions, Float>::MatrixType::scaling(typename DimensionTraits<dimensions, Float>::VectorType(options->scale()))) |
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.setColor(options->color()); |
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mesh->draw(*shader); |
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} |
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template class ForceRenderer<2>; |
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template class ForceRenderer<3>; |
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}}
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