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#ifndef Magnum_Shaders_MeshVisualizer_h
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#define Magnum_Shaders_MeshVisualizer_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::MeshVisualizer
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*/
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#include "Magnum/Math/Matrix4.h"
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#include "Magnum/AbstractShaderProgram.h"
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#include "Magnum/Color.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 %Mesh visualization shader
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Uses geometry shader to visualize wireframe. You need to provide @ref Position
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attribute in your triangle mesh and call at least @ref setTransformationProjectionMatrix()
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to be able to render.
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@section ShadersMeshVisualizer-wireframe Wireframe visualization
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Wireframe visualization is done by enabling @ref Flag::Wireframe. It is done
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either using geometry shaders or with help of additional vertex information.
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If you have geometry shaders available, you don't need to do anything else.
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@requires_gl32 %Extension @extension{ARB,geometry_shader4} for wireframe
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rendering using geometry shaders.
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If you don't have geometry shaders, you need to set @ref Flag::NoGeometryShader
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(it's enabled by default in OpenGL ES) and use only **non-indexed** triangle
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meshes (see MeshTools::duplicate() for possible solution). Additionaly, if you
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have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also @ref VertexIndex
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attribute.
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@requires_es_extension %Extension @extension{OES,standard_derivatives} for
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wireframe rendering.
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@todo Understand and add support wireframe width/smoothness without GS
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*/
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class MAGNUM_SHADERS_EXPORT MeshVisualizer: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector3> Position; /**< @brief Vertex position */
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/**
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* @brief Vertex index
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*
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* Used only in OpenGL < 3.1 and OpenGL ES 2.0 if @ref Flag::Wireframe
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* is enabled. This attribute specifies index of given vertex in
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* triangle, i.e. `0` for first, `1` for second, `2` for third. In
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* OpenGL 3.1, OpenGL ES 3.0 and newer this value is provided by the
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* shader itself, so the attribute is not needed.
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*/
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typedef Attribute<3, Float> VertexIndex;
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/**
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* @brief %Flag
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*
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* @see Flags, MeshVisualizer()
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*/
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enum class Flag: UnsignedByte {
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/**
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* Visualize wireframe. On OpenGL ES this also enables
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* @ref Flag::NoGeometryShader.
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*/
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#ifndef MAGNUM_TARGET_GLES
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Wireframe = 1 << 0,
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#else
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Wireframe = (1 << 0) | (1 << 1),
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#endif
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/**
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* Don't use geometry shader for wireframe visualization. If
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* enabled, you might need to provide also VertexIndex attribute in
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* the mesh. In OpenGL ES enabled alongside @ref Flag::Wireframe.
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*/
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NoGeometryShader = 1 << 1
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};
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/** @brief %Flags */
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typedef Containers::EnumSet<Flag, UnsignedByte> Flags;
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/**
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* @brief Constructor
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* @param flags %Flags
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*/
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explicit MeshVisualizer(Flags flags = Flags());
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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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MeshVisualizer& setTransformationProjectionMatrix(const Matrix4& matrix) {
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setUniform(transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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/**
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* @brief Set viewport size
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* @return Reference to self (for method chaining)
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*
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* Has effect only if @ref Flag::Wireframe is enabled and geometry
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* shaders are used.
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*/
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MeshVisualizer& setViewportSize(const Vector2& size) {
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if(flags & Flag::Wireframe && !(flags & Flag::NoGeometryShader))
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setUniform(viewportSizeUniform, size);
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return *this;
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}
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/**
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* @brief Set base object color
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* @return Reference to self (for method chaining)
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*
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* Initial value is fully opaque white.
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*/
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MeshVisualizer& setColor(const Color4& color) {
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setUniform(colorUniform, color);
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return *this;
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}
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/**
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* @brief Set wireframe color
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* @return Reference to self (for method chaining)
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*
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* Initial value is fully opaque black. Has effect only if
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* @ref Flag::Wireframe is enabled.
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*/
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MeshVisualizer& setWireframeColor(const Color4& color) {
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if(flags & Flag::Wireframe) setUniform(wireframeColorUniform, color);
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return *this;
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}
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/**
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* @brief Set wireframe width
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* @return Reference to self (for method chaining)
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*
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* Initial value is `1.0f`. Has effect only if @ref Flag::Wireframe is
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* enabled.
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*/
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MeshVisualizer& setWireframeWidth(Float width) {
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if(flags & Flag::Wireframe) setUniform(wireframeWidthUniform, width);
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return *this;
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}
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/**
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* @brief Set line smoothness
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* @return Reference to self (for method chaining)
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*
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* Initial value is `2.0f`. Has effect only if @ref Flag::Wireframe is
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* enabled.
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*/
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MeshVisualizer& setSmoothness(Float smoothness);
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private:
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Flags flags;
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Int transformationProjectionMatrixUniform,
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viewportSizeUniform,
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colorUniform,
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wireframeColorUniform,
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wireframeWidthUniform,
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smoothnessUniform;
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};
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CORRADE_ENUMSET_OPERATORS(MeshVisualizer::Flags)
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inline MeshVisualizer& MeshVisualizer::setSmoothness(Float smoothness) {
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if(flags & Flag::Wireframe)
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setUniform(smoothnessUniform, smoothness);
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return *this;
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}
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}}
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#endif
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