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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021 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 "DistanceFieldVectorGL.h"
#include <Corrade/Containers/EnumSet.hpp>
#include <Corrade/Containers/Reference.h>
#include <Corrade/Utility/Resource.h>
#include "Magnum/GL/Context.h"
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/Shader.h"
#include "Magnum/GL/Texture.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/Matrix3.h"
#include "Magnum/Math/Matrix4.h"
#ifndef MAGNUM_TARGET_GLES2
#include <Corrade/Utility/FormatStl.h>
#include "Magnum/GL/Buffer.h"
#endif
#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
namespace Magnum { namespace Shaders {
namespace {
enum: Int { TextureUnit = 6 };
#ifndef MAGNUM_TARGET_GLES2
enum: Int {
/* Not using the zero binding to avoid conflicts with
ProjectionBufferBinding from other shaders which can likely stay
bound to the same buffer for the whole time */
TransformationProjectionBufferBinding = 1,
DrawBufferBinding = 2,
TextureTransformationBufferBinding = 3,
MaterialBufferBinding = 4
};
#endif
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFieldVectorGL(const Flags flags
#ifndef MAGNUM_TARGET_GLES2
, const UnsignedInt materialCount, const UnsignedInt drawCount
#endif
):
_flags{flags}
#ifndef MAGNUM_TARGET_GLES2
, _materialCount{materialCount},
_drawCount{drawCount}
#endif
{
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || materialCount,
"Shaders::DistanceFieldVectorGL: material count can't be zero", );
CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount,
"Shaders::DistanceFieldVectorGL: draw count can't be zero", );
#endif
#ifndef MAGNUM_TARGET_GLES
if(flags >= Flag::UniformBuffers)
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object);
#endif
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::MultiDraw) {
#ifndef MAGNUM_TARGET_GLES
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters);
#elif !defined(MAGNUM_TARGET_WEBGL)
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw);
#else
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw);
#endif
}
#endif
#ifdef MAGNUM_BUILD_STATIC
/* Import resources on static build, if not already */
if(!Utility::Resource::hasGroup("MagnumShadersGL"))
importShaderResources();
#endif
Utility::Resource rs("MagnumShadersGL");
const GL::Context& context = GL::Context::current();
#ifndef MAGNUM_TARGET_GLES
const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
#else
const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
#endif
GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "")
.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n");
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::UniformBuffers) {
vert.addSource(Utility::formatString(
"#define UNIFORM_BUFFERS\n"
"#define DRAW_COUNT {}\n",
drawCount));
vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "");
}
#endif
vert.addSource(rs.get("generic.glsl"))
.addSource(rs.get("Vector.vert"));
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::UniformBuffers) {
frag.addSource(Utility::formatString(
"#define UNIFORM_BUFFERS\n"
"#define MATERIAL_COUNT {}\n"
"#define DRAW_COUNT {}\n",
materialCount,
drawCount));
frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "");
}
#endif
frag.addSource(rs.get("generic.glsl"))
.addSource(rs.get("DistanceFieldVector.frag"));
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
attachShaders({vert, frag});
/* ES3 has this done in the shader directly */
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
#ifndef MAGNUM_TARGET_GLES
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
#endif
{
bindAttributeLocation(Position::Location, "position");
bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
}
#endif
CORRADE_INTERNAL_ASSERT_OUTPUT(link());
#ifndef MAGNUM_TARGET_GLES
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
#endif
{
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::UniformBuffers) {
_drawOffsetUniform = uniformLocation("drawOffset");
} else
#endif
{
_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix");
if(flags & Flag::TextureTransformation)
_textureMatrixUniform = uniformLocation("textureMatrix");
_colorUniform = uniformLocation("color");
_outlineColorUniform = uniformLocation("outlineColor");
_outlineRangeUniform = uniformLocation("outlineRange");
_smoothnessUniform = uniformLocation("smoothness");
}
}
#ifndef MAGNUM_TARGET_GLES
if(!context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
#endif
{
setUniform(uniformLocation("vectorTexture"), TextureUnit);
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::UniformBuffers) {
setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding);
setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding);
setUniformBlockBinding(uniformBlockIndex("Material"), MaterialBufferBinding);
if(flags & Flag::TextureTransformation)
setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding);
}
#endif
}
/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
#ifdef MAGNUM_TARGET_GLES
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::UniformBuffers) {
/* Draw offset is zero by default */
} else
#endif
{
setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{Math::IdentityInit});
if(flags & Flag::TextureTransformation)
setTextureMatrix(Matrix3{Math::IdentityInit});
setColor(Color4{1.0f});
/* Outline color is zero by default */
setOutlineRange(0.5f, 1.0f);
setSmoothness(0.04f);
}
#endif
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFieldVectorGL(const Flags flags): DistanceFieldVectorGL{flags, 1, 1} {}
#endif
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
"Shaders::DistanceFieldVectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this);
#endif
setUniform(_transformationProjectionMatrixUniform, matrix);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setTextureMatrix(const Matrix3& matrix) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
"Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this);
#endif
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
"Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this);
setUniform(_textureMatrixUniform, matrix);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setColor(const Color4& color) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
"Shaders::DistanceFieldVectorGL::setColor(): the shader was created with uniform buffers enabled", *this);
#endif
setUniform(_colorUniform, color);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setOutlineColor(const Color4& color) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
"Shaders::DistanceFieldVectorGL::setOutlineColor(): the shader was created with uniform buffers enabled", *this);
#endif
setUniform(_outlineColorUniform, color);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setOutlineRange(Float start, Float end) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
"Shaders::DistanceFieldVectorGL::setOutlineRange(): the shader was created with uniform buffers enabled", *this);
#endif
setUniform(_outlineRangeUniform, Vector2(start, end));
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setSmoothness(Float value) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
"Shaders::DistanceFieldVectorGL::setSmoothness(): the shader was created with uniform buffers enabled", *this);
#endif
setUniform(_smoothnessUniform, value);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setDrawOffset(const UnsignedInt offset) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this);
CORRADE_ASSERT(offset < _drawCount,
"Shaders::DistanceFieldVectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this);
setUniform(_drawOffsetUniform, offset);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this);
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this);
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding);
return *this;
}
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
"Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this);
buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size);
return *this;
}
#endif
template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindVectorTexture(GL::Texture2D& texture) {
texture.bind(TextureUnit);
return *this;
}
template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<2>;
template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<3>;
namespace Implementation {
Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlag value) {
debug << "Shaders::DistanceFieldVectorGL::Flag" << Debug::nospace;
switch(value) {
/* LCOV_EXCL_START */
#define _c(v) case DistanceFieldVectorGLFlag::v: return debug << "::" #v;
_c(TextureTransformation)
#ifndef MAGNUM_TARGET_GLES2
_c(UniformBuffers)
_c(MultiDraw)
#endif
#undef _c
/* LCOV_EXCL_STOP */
}
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
}
Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlags value) {
return Containers::enumSetDebugOutput(debug, value, "Shaders::DistanceFieldVectorGL::Flags{}", {
DistanceFieldVectorGLFlag::TextureTransformation,
#ifndef MAGNUM_TARGET_GLES2
DistanceFieldVectorGLFlag::MultiDraw, /* Superset of UniformBuffers */
DistanceFieldVectorGLFlag::UniformBuffers
#endif
});
}
}
}}