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89 lines
4.0 KiB
89 lines
4.0 KiB
/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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#include "ForceRenderer.h" |
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#include "Buffer.h" |
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#include "Mesh.h" |
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#include "DebugTools/ResourceManager.h" |
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#include "SceneGraph/AbstractCamera.h" |
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#include "Shaders/FlatShader.h" |
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#include "DebugTools/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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constexpr std::array<Vector2, 4> positions{{ |
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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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constexpr std::array<UnsignedByte, 6> indices{{ |
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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>* object, const typename DimensionTraits<dimensions, Float>::VectorType& forcePosition, const typename DimensionTraits<dimensions, Float>::VectorType* force, ResourceKey options, SceneGraph::DrawableGroup<dimensions>* drawables): SceneGraph::Drawable<dimensions>(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::FlatShader<dimensions>>(shaderKey<dimensions>()); |
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if(!shader) ResourceManager::instance()->set<AbstractShaderProgram>(shader.key(), new Shaders::FlatShader<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, Buffer::Usage::StaticDraw); |
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ResourceManager::instance()->set(this->vertexBuffer.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
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indexBuffer->setData(indices, Buffer::Usage::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(Mesh::Primitive::Lines) |
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->setIndexCount(indices.size()) |
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->addVertexBuffer(vertexBuffer, 0, |
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typename Shaders::FlatShader<dimensions>::Position(Shaders::FlatShader<dimensions>::Position::Components::Two)) |
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->setIndexBuffer(indexBuffer, 0, Mesh::IndexType::UnsignedByte, 0, positions.size()); |
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ResourceManager::instance()->set<Mesh>(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>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions>* camera) { |
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shader->setTransformationProjectionMatrix(camera->projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.translation()+forcePosition, *force)*DimensionTraits<dimensions>::MatrixType::scaling(typename DimensionTraits<dimensions>::VectorType(options->scale()))) |
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->setColor(options->color()) |
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->use(); |
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mesh->draw(); |
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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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