mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
111 lines
5.5 KiB
111 lines
5.5 KiB
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
|
|
|
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 "AbstractShapeRenderer.h" |
|
|
|
#include "AbstractShaderProgram.h" |
|
#include "Buffer.h" |
|
#include "Mesh.h" |
|
#include "DebugTools/ResourceManager.h" |
|
#include "MeshTools/CompressIndices.h" |
|
#include "Shaders/Flat.h" |
|
#include "Trade/MeshData2D.h" |
|
#include "Trade/MeshData3D.h" |
|
|
|
namespace Magnum { namespace DebugTools { namespace Implementation { |
|
|
|
namespace { |
|
|
|
template<UnsignedInt dimensions> ResourceKey shaderKey(); |
|
template<> inline ResourceKey shaderKey<2>() { return ResourceKey("FlatShader2D"); } |
|
template<> inline ResourceKey shaderKey<3>() { return ResourceKey("FlatShader3D"); } |
|
|
|
template<UnsignedInt dimensions> void create(typename MeshData<dimensions>::Type&, Resource<Mesh>&, Resource<Buffer>&, Resource<Buffer>&); |
|
|
|
template<> void create<2>(Trade::MeshData2D& data, Resource<Mesh>& meshResource, Resource<Buffer>& vertexBufferResource, Resource<Buffer>& indexBufferResource) { |
|
/* Vertex buffer */ |
|
Buffer* buffer = new Buffer(Buffer::Target::Array); |
|
buffer->setData(data.positions(0), Buffer::Usage::StaticDraw); |
|
ResourceManager::instance()->set(vertexBufferResource.key(), buffer, ResourceDataState::Final, ResourcePolicy::Manual); |
|
|
|
/* Mesh configuration */ |
|
Mesh* mesh = new Mesh; |
|
mesh->setPrimitive(data.primitive()) |
|
->setVertexCount(data.positions(0).size()) |
|
->addVertexBuffer(buffer, 0, Shaders::Flat2D::Position()); |
|
ResourceManager::instance()->set(meshResource.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual); |
|
|
|
/* Index buffer, if needed, if not, resource key doesn't have to be set */ |
|
if(data.isIndexed()) { |
|
CORRADE_INTERNAL_ASSERT(indexBufferResource.key() != ResourceKey()); |
|
Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray); |
|
MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, data.indices()); |
|
ResourceManager::instance()->set(indexBufferResource.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
|
} |
|
} |
|
|
|
template<> void create<3>(Trade::MeshData3D& data, Resource<Mesh>& meshResource, Resource<Buffer>& vertexBufferResource, Resource<Buffer>& indexBufferResource) { |
|
/* Vertex buffer */ |
|
Buffer* vertexBuffer = new Buffer(Buffer::Target::Array); |
|
vertexBuffer->setData(data.positions(0), Buffer::Usage::StaticDraw); |
|
ResourceManager::instance()->set(vertexBufferResource.key(), vertexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
|
|
|
/* Mesh configuration */ |
|
Mesh* mesh = new Mesh; |
|
mesh->setPrimitive(data.primitive()) |
|
->setVertexCount(data.positions(0).size()) |
|
->addVertexBuffer(vertexBuffer, 0, Shaders::Flat3D::Position()); |
|
ResourceManager::instance()->set(meshResource.key(), mesh, ResourceDataState::Final, ResourcePolicy::Manual); |
|
|
|
/* Index buffer, if needed, if not, resource key doesn't have to be set */ |
|
if(data.isIndexed()) { |
|
CORRADE_INTERNAL_ASSERT(indexBufferResource.key() != ResourceKey()); |
|
Buffer* indexBuffer = new Buffer(Buffer::Target::ElementArray); |
|
MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, data.indices()); |
|
ResourceManager::instance()->set(indexBufferResource.key(), indexBuffer, ResourceDataState::Final, ResourcePolicy::Manual); |
|
} |
|
} |
|
|
|
} |
|
|
|
template<UnsignedInt dimensions> AbstractShapeRenderer<dimensions>::AbstractShapeRenderer(ResourceKey meshKey, ResourceKey vertexBufferKey, ResourceKey indexBufferKey) { |
|
wireframeShader = ResourceManager::instance()->get<AbstractShaderProgram, Shaders::Flat<dimensions>>(shaderKey<dimensions>()); |
|
wireframeMesh = ResourceManager::instance()->get<Mesh>(meshKey); |
|
vertexBuffer = ResourceManager::instance()->get<Buffer>(vertexBufferKey); |
|
indexBuffer = ResourceManager::instance()->get<Buffer>(indexBufferKey); |
|
|
|
if(!wireframeShader) ResourceManager::instance()->set<AbstractShaderProgram>(shaderKey<dimensions>(), |
|
new Shaders::Flat<dimensions>, ResourceDataState::Final, ResourcePolicy::Resident); |
|
} |
|
|
|
template<UnsignedInt dimensions> AbstractShapeRenderer<dimensions>::~AbstractShapeRenderer() {} |
|
|
|
template<UnsignedInt dimensions> void AbstractShapeRenderer<dimensions>::createResources(typename MeshData<dimensions>::Type data) { |
|
create<dimensions>(data, this->wireframeMesh, this->vertexBuffer, this->indexBuffer); |
|
} |
|
|
|
template class AbstractShapeRenderer<2>; |
|
template class AbstractShapeRenderer<3>; |
|
|
|
}}}
|
|
|