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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
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Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com>
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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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#include "DistanceFieldVectorGL.h"
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#include <Corrade/Containers/EnumSet.hpp>
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GL: better handle a case of async link failures.
The new async APIs were just checking the link status, and printing the
linker error. Because drivers commonly do all that in a single step,
without really separating compilation from linking (or at least that's
what I thought?), I assumed the linker error would contain *also* the
compilation error, if any.
But on a quick check with Mesa that's not the case, I only get "error:
linking with uncompiled/unspecialized shader", which is very useless.
Which means, to get proper error output, the checkLink() function now
explicitly takes a list of the input shaders. It will unconditionally go
through them at the beginning and call checkCompile() on each.
To further encourage the shaders to be passed, there's no default
argument -- so if the application calls checkCompile() on its own for
some reason, it has to pass an empty list to checkLink().
4 years ago
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#include <Corrade/Containers/Iterable.h>
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.h"
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#ifndef MAGNUM_TARGET_GLES2
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#include <Corrade/Utility/FormatStl.h>
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#include "Magnum/GL/Buffer.h"
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#endif
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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namespace {
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enum: Int { TextureUnit = 6 };
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#ifndef MAGNUM_TARGET_GLES2
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enum: Int {
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/* Not using the zero binding to avoid conflicts with
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ProjectionBufferBinding from other shaders which can likely stay
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bound to the same buffer for the whole time */
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TransformationProjectionBufferBinding = 1,
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DrawBufferBinding = 2,
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TextureTransformationBufferBinding = 3,
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MaterialBufferBinding = 4
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};
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#endif
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}
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template<UnsignedInt dimensions> typename DistanceFieldVectorGL<dimensions>::CompileState DistanceFieldVectorGL<dimensions>::compile(const Flags flags
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#ifndef MAGNUM_TARGET_GLES2
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, const UnsignedInt materialCount, const UnsignedInt drawCount
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#endif
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) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || materialCount,
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"Shaders::DistanceFieldVectorGL: material count can't be zero", CompileState{NoCreate});
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount,
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"Shaders::DistanceFieldVectorGL: draw count can't be zero", CompileState{NoCreate});
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#endif
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#ifndef MAGNUM_TARGET_GLES
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if(flags >= Flag::UniformBuffers)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object);
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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if(flags >= Flag::MultiDraw) {
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters);
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#elif !defined(MAGNUM_TARGET_WEBGL)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw);
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#else
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw);
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#endif
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}
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#endif
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumShadersGL"))
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importShaderResources();
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#endif
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Utility::Resource rs("MagnumShadersGL");
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const GL::Context& context = GL::Context::current();
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "")
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.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n");
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#ifndef MAGNUM_TARGET_GLES2
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if(flags >= Flag::UniformBuffers) {
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vert.addSource(Utility::formatString(
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"#define UNIFORM_BUFFERS\n"
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"#define DRAW_COUNT {}\n",
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drawCount));
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vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "");
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}
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#endif
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vert.addSource(rs.getString("generic.glsl"))
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.addSource(rs.getString("Vector.vert"));
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#ifndef MAGNUM_TARGET_GLES2
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if(flags >= Flag::UniformBuffers) {
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frag.addSource(Utility::formatString(
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"#define UNIFORM_BUFFERS\n"
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"#define MATERIAL_COUNT {}\n"
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"#define DRAW_COUNT {}\n",
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materialCount,
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drawCount));
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frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "");
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}
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#endif
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frag.addSource(rs.getString("generic.glsl"))
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.addSource(rs.getString("DistanceFieldVector.frag"));
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vert.submitCompile();
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frag.submitCompile();
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DistanceFieldVectorGL<dimensions> out{NoInit};
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out._flags = flags;
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#ifndef MAGNUM_TARGET_GLES2
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out._materialCount = materialCount;
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out._drawCount = drawCount;
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#endif
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out.attachShaders({vert, frag});
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/* ES3 has this done in the shader directly */
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
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#ifndef MAGNUM_TARGET_GLES
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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out.bindAttributeLocation(Position::Location, "position");
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out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
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}
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#endif
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out.submitLink();
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return CompileState{std::move(out), std::move(vert), std::move(frag), version};
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFieldVectorGL(CompileState&& state): DistanceFieldVectorGL{static_cast<DistanceFieldVectorGL&&>(std::move(state))} {
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#ifdef CORRADE_GRACEFUL_ASSERT
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/* When graceful assertions fire from within compile(), we get a NoCreate'd
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CompileState. Exiting makes it possible to test the assert. */
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if(!id()) return;
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)}));
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const GL::Context& context = GL::Context::current();
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const GL::Version version = state._version;
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#ifndef MAGNUM_TARGET_GLES
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags >= Flag::UniformBuffers) {
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if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset");
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} else
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#endif
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{
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_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix");
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if(_flags & Flag::TextureTransformation)
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_textureMatrixUniform = uniformLocation("textureMatrix");
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_colorUniform = uniformLocation("color");
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_outlineColorUniform = uniformLocation("outlineColor");
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_outlineRangeUniform = uniformLocation("outlineRange");
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_smoothnessUniform = uniformLocation("smoothness");
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}
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}
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#ifndef MAGNUM_TARGET_GLES
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if(!context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
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#endif
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{
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setUniform(uniformLocation("vectorTexture"), TextureUnit);
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags >= Flag::UniformBuffers) {
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setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding);
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setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding);
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setUniformBlockBinding(uniformBlockIndex("Material"), MaterialBufferBinding);
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if(_flags & Flag::TextureTransformation)
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setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding);
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}
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#endif
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}
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
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#ifdef MAGNUM_TARGET_GLES
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags >= Flag::UniformBuffers) {
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/* Draw offset is zero by default */
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} else
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#endif
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{
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setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{Math::IdentityInit});
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if(_flags & Flag::TextureTransformation)
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setTextureMatrix(Matrix3{Math::IdentityInit});
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setColor(Color4{1.0f});
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/* Outline color is zero by default */
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setOutlineRange(0.5f, 1.0f);
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setSmoothness(0.04f);
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}
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#endif
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static_cast<void>(context);
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static_cast<void>(version);
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFieldVectorGL(NoInitT) {}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFieldVectorGL(const Flags flags): DistanceFieldVectorGL{compile(flags)} {}
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#ifndef MAGNUM_TARGET_GLES2
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template<UnsignedInt dimensions> typename DistanceFieldVectorGL<dimensions>::CompileState DistanceFieldVectorGL<dimensions>::compile(const Flags flags) {
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return compile(flags, 1, 1);
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFieldVectorGL(const Flags flags, UnsignedInt materialCount, UnsignedInt drawCount):
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DistanceFieldVectorGL{compile(flags, materialCount, drawCount)} {}
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#endif
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::DistanceFieldVectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setTextureMatrix(const Matrix3& matrix) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this);
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#endif
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CORRADE_ASSERT(_flags & Flag::TextureTransformation,
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"Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this);
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setUniform(_textureMatrixUniform, matrix);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setColor(const Color4& color) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::DistanceFieldVectorGL::setColor(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_colorUniform, color);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setOutlineColor(const Color4& color) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::DistanceFieldVectorGL::setOutlineColor(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_outlineColorUniform, color);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setOutlineRange(Float start, Float end) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::DistanceFieldVectorGL::setOutlineRange(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_outlineRangeUniform, Vector2(start, end));
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setSmoothness(Float value) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::DistanceFieldVectorGL::setSmoothness(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_smoothnessUniform, value);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES2
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::setDrawOffset(const UnsignedInt offset) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this);
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CORRADE_ASSERT(offset < _drawCount,
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"Shaders::DistanceFieldVectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this);
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if(_drawCount > 1) setUniform(_drawOffsetUniform, offset);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this);
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CORRADE_ASSERT(_flags & Flag::TextureTransformation,
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"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this);
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CORRADE_ASSERT(_flags & Flag::TextureTransformation,
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"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding);
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return *this;
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}
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size);
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return *this;
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}
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#endif
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template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>& DistanceFieldVectorGL<dimensions>::bindVectorTexture(GL::Texture2D& texture) {
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texture.bind(TextureUnit);
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return *this;
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}
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template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<2>;
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template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<3>;
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namespace Implementation {
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Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlag value) {
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debug << "Shaders::DistanceFieldVectorGL::Flag" << Debug::nospace;
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switch(value) {
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/* LCOV_EXCL_START */
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#define _c(v) case DistanceFieldVectorGLFlag::v: return debug << "::" #v;
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_c(TextureTransformation)
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#ifndef MAGNUM_TARGET_GLES2
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_c(UniformBuffers)
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_c(MultiDraw)
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#endif
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#undef _c
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/* LCOV_EXCL_STOP */
|
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|
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}
|
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|
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return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
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}
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Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlags value) {
|
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|
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::DistanceFieldVectorGL::Flags{}", {
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DistanceFieldVectorGLFlag::TextureTransformation,
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#ifndef MAGNUM_TARGET_GLES2
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|
|
DistanceFieldVectorGLFlag::MultiDraw, /* Superset of UniformBuffers */
|
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|
DistanceFieldVectorGLFlag::UniformBuffers
|
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|
|
#endif
|
|
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|
|
});
|
|
|
|
|
}
|
|
|
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|
|
|
|
|
|
}
|
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|
}}
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