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use crate::core::*;
#[deprecated]
pub struct InstancedMeshProgram {
program: Program,
}
#[allow(deprecated)]
impl InstancedMeshProgram {
pub fn new(context: &Context, fragment_shader_source: &str) -> ThreeDResult<Self> {
Ok(Self {
program: Program::from_source(
context,
&InstancedMesh::vertex_shader_source(&fragment_shader_source),
fragment_shader_source,
)?,
})
}
}
#[allow(deprecated)]
impl std::ops::Deref for InstancedMeshProgram {
type Target = Program;
fn deref(&self) -> &Program {
&self.program
}
}
#[deprecated = "Use InstancedModel instead"]
pub struct InstancedMesh {
pub(crate) mesh: Mesh,
instance_count: u32,
instance_buffer1: InstanceBuffer,
instance_buffer2: InstanceBuffer,
instance_buffer3: InstanceBuffer,
}
#[allow(deprecated)]
impl InstancedMesh {
pub fn new(
context: &Context,
transformations: &[Mat4],
cpu_mesh: &CPUMesh,
) -> ThreeDResult<Self> {
let mut mesh = Self {
instance_count: 0,
mesh: Mesh::new(context, cpu_mesh)?,
instance_buffer1: InstanceBuffer::new(context)?,
instance_buffer2: InstanceBuffer::new(context)?,
instance_buffer3: InstanceBuffer::new(context)?,
};
mesh.update_transformations(transformations);
Ok(mesh)
}
pub fn render(
&self,
render_states: RenderStates,
program: &Program,
camera_buffer: &UniformBuffer,
viewport: Viewport,
) -> ThreeDResult<()> {
self.draw(render_states, program, camera_buffer, viewport, None)
}
pub fn update_transformations(&mut self, transformations: &[Mat4]) {
self.instance_count = transformations.len() as u32;
let mut row1 = Vec::new();
let mut row2 = Vec::new();
let mut row3 = Vec::new();
for transform in transformations {
row1.push(transform.x.x);
row1.push(transform.y.x);
row1.push(transform.z.x);
row1.push(transform.w.x);
row2.push(transform.x.y);
row2.push(transform.y.y);
row2.push(transform.z.y);
row2.push(transform.w.y);
row3.push(transform.x.z);
row3.push(transform.y.z);
row3.push(transform.z.z);
row3.push(transform.w.z);
}
self.instance_buffer1.fill_with_dynamic(&row1);
self.instance_buffer2.fill_with_dynamic(&row2);
self.instance_buffer3.fill_with_dynamic(&row3);
}
pub(crate) fn draw(
&self,
render_states: RenderStates,
program: &Program,
camera_buffer: &UniformBuffer,
viewport: Viewport,
transformation: Option<Mat4>,
) -> ThreeDResult<()> {
program.use_attribute_vec4_instanced("row1", &self.instance_buffer1)?;
program.use_attribute_vec4_instanced("row2", &self.instance_buffer2)?;
program.use_attribute_vec4_instanced("row3", &self.instance_buffer3)?;
self.mesh.use_attributes(program, camera_buffer)?;
program.use_uniform_mat4(
"modelMatrix",
&transformation.unwrap_or(*self.transformation()),
)?;
if let Some(ref index_buffer) = self.mesh.index_buffer {
program.draw_elements_instanced(
render_states,
viewport,
index_buffer,
self.instance_count,
);
} else {
program.draw_arrays_instanced(
render_states,
viewport,
self.mesh.position_buffer.count() as u32 / 3,
self.instance_count,
);
}
Ok(())
}
pub(crate) fn vertex_shader_source(fragment_shader_source: &str) -> String {
format!(
"#define INSTANCED\n{}",
Mesh::vertex_shader_source(fragment_shader_source)
)
}
}
#[allow(deprecated)]
impl std::ops::Deref for InstancedMesh {
type Target = Mesh;
fn deref(&self) -> &Self::Target {
&self.mesh
}
}
#[allow(deprecated)]
impl std::ops::DerefMut for InstancedMesh {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.mesh
}
}