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#ifndef Magnum_Shaders_DistanceFieldVector_h
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#define Magnum_Shaders_DistanceFieldVector_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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/** @file
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* @brief Class Magnum::Shaders::DistanceFieldVector, typedef Magnum::Shaders::DistanceFieldVector2D, Magnum::Shaders::DistanceFieldVector3D
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*/
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#include "Magnum/Color.h"
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.h"
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#include "Magnum/Shaders/AbstractVector.h"
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#include "Magnum/Shaders/magnumShadersVisibility.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Distance field vector shader
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Renders vector art in form of signed distance field. See TextureTools::distanceField()
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for more information. Note that the final rendered outlook will greatly depend
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on radius of input distance field and value passed to setSmoothness().
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@see DistanceFieldVector2D, DistanceFieldVector3D
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@todo Use fragment shader derivations to have proper smoothness in perspective/
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large zoom levels, make it optional as it might have negative performance
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impact
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> {
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public:
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DistanceFieldVector();
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/**
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* @brief Set transformation and projection matrix
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* @return Reference to self (for method chaining)
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*/
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DistanceFieldVector& setTransformationProjectionMatrix(const typename DimensionTraits<dimensions, Float>::MatrixType& matrix) {
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AbstractShaderProgram::setUniform(transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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/**
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* @brief Set fill color
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* @return Reference to self (for method chaining)
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*
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* @see setOutlineColor()
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*/
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DistanceFieldVector& setColor(const Color4& color) {
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AbstractShaderProgram::setUniform(colorUniform, color);
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return *this;
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}
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/**
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* @brief Set outline color
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* @return Reference to self (for method chaining)
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*
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* @see setOutlineRange(), setColor()
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*/
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DistanceFieldVector& setOutlineColor(const Color4& color) {
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AbstractShaderProgram::setUniform(outlineColorUniform, color);
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return *this;
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}
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/**
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* @brief Set outline range
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* @return Reference to self (for method chaining)
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*
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* Parameter @p start describes where fill ends and possible outline
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* starts. Initial value is `0.5f`, larger values will make the vector
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* art look thinner, smaller will make it look thicker.
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*
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* Parameter @p end describes where outline ends. If set to value
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* larger than @p start the outline is not drawn. Initial value is
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* `1.0f`.
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*
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* @see setOutlineColor()
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*/
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DistanceFieldVector& setOutlineRange(Float start, Float end) {
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AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end));
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return *this;
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}
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/**
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* @brief Set smoothness radius
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* @return Reference to self (for method chaining)
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*
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* Larger values will make edges look less aliased (but blurry), smaller
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* values will make them look more crisp (but possibly aliased). Initial
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* value is `0.04f`.
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*/
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DistanceFieldVector& setSmoothness(Float value) {
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AbstractShaderProgram::setUniform(smoothnessUniform, value);
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return *this;
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}
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private:
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Int transformationProjectionMatrixUniform,
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colorUniform,
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outlineColorUniform,
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outlineRangeUniform,
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smoothnessUniform;
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};
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/** @brief Two-dimensional distance field vector shader */
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typedef DistanceFieldVector<2> DistanceFieldVector2D;
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/** @brief Three-dimensional distance field vector shader */
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typedef DistanceFieldVector<3> DistanceFieldVector3D;
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}}
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#endif
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