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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, 2023, 2024, 2025
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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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#include <Corrade/Containers/ArrayViewStl.h>
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#include <Corrade/Containers/Optional.h>
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#include <Corrade/Containers/String.h>
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#include <Corrade/PluginManager/Manager.h>
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#include <Corrade/Utility/Path.h>
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#ifdef CORRADE_TARGET_APPLE
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#include <Magnum/Platform/WindowlessCglApplication.h>
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#elif defined(CORRADE_TARGET_UNIX)
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#include <Magnum/Platform/WindowlessGlxApplication.h>
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#elif defined(CORRADE_TARGET_WINDOWS)
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#include <Magnum/Platform/WindowlessWglApplication.h>
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#else
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#error no windowless application available on this platform
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#endif
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#include <Magnum/Image.h>
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#include <Magnum/ImageView.h>
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Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
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#include <Magnum/PixelFormat.h>
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#include <Magnum/DebugTools/ColorMap.h>
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#include <Magnum/GL/Buffer.h>
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#include <Magnum/GL/Framebuffer.h>
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#include <Magnum/GL/Mesh.h>
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#include <Magnum/GL/Renderbuffer.h>
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#include <Magnum/GL/RenderbufferFormat.h>
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#include <Magnum/GL/Renderer.h>
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#include <Magnum/GL/Texture.h>
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#include <Magnum/GL/TextureFormat.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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#include <Magnum/MeshTools/Compile.h>
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#include <Magnum/MeshTools/CompileLines.h>
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#include <Magnum/MeshTools/GenerateLines.h>
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#include <Magnum/MeshTools/Interleave.h>
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#include <Magnum/Primitives/Square.h>
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#include <Magnum/Primitives/Circle.h>
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#include <Magnum/Primitives/Icosphere.h>
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#include <Magnum/Primitives/UVSphere.h>
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#include <Magnum/Shaders/FlatGL.h>
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#include <Magnum/Shaders/LineGL.h>
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#include <Magnum/Shaders/MeshVisualizerGL.h>
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#include <Magnum/Shaders/PhongGL.h>
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#include <Magnum/Shaders/VertexColorGL.h>
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#include <Magnum/Shaders/VectorGL.h>
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#include <Magnum/Shaders/DistanceFieldVectorGL.h>
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#include <Magnum/Trade/AbstractImageConverter.h>
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#include <Magnum/Trade/ImageData.h>
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#include <Magnum/Trade/MeshData.h>
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#include <Magnum/Trade/AbstractImporter.h>
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using namespace Magnum;
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using namespace Magnum::Math::Literals;
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struct ShaderVisualizer: Platform::WindowlessApplication {
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explicit ShaderVisualizer(const Arguments& arguments): Platform::WindowlessApplication{arguments} {}
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int exec() override;
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Containers::StringView phong();
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Containers::StringView line();
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Containers::StringView meshVisualizer2D();
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Containers::StringView meshVisualizer2DPrimitiveId();
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Containers::StringView meshVisualizer3D();
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Containers::StringView meshVisualizer3DPrimitiveId();
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Containers::StringView flat();
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Containers::StringView vertexColor();
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Containers::StringView vector();
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Containers::StringView distanceFieldVector();
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Containers::Pointer<Trade::AbstractImporter> _importer;
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};
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namespace {
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constexpr const Vector2i ImageSize{512};
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}
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int ShaderVisualizer::exec() {
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PluginManager::Manager<Trade::AbstractImageConverter> converterManager;
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Containers::Pointer<Trade::AbstractImageConverter> converter = converterManager.loadAndInstantiate("PngImageConverter");
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if(!converter) {
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Error() << "Cannot load image converter plugin";
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std::exit(1);
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}
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PluginManager::Manager<Trade::AbstractImporter> importerManager;
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_importer = importerManager.loadAndInstantiate("PngImporter");
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if(!_importer) {
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Error() << "Cannot load image importer plugin";
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std::exit(1);
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}
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GL::Renderbuffer multisampleColor, multisampleDepth;
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multisampleColor.setStorageMultisample(16, GL::RenderbufferFormat::SRGB8Alpha8, ImageSize);
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multisampleDepth.setStorageMultisample(16, GL::RenderbufferFormat::DepthComponent24, ImageSize);
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GL::Framebuffer multisampleFramebuffer{{{}, ImageSize}};
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multisampleFramebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, multisampleColor)
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.attachRenderbuffer(GL::Framebuffer::BufferAttachment::Depth, multisampleDepth)
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.bind();
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CORRADE_INTERNAL_ASSERT(multisampleFramebuffer.checkStatus(GL::FramebufferTarget::Draw) == GL::Framebuffer::Status::Complete);
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GL::Renderbuffer color;
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color.setStorage(GL::RenderbufferFormat::SRGB8Alpha8, ImageSize);
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GL::Framebuffer framebuffer{{{}, ImageSize}};
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framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, color);
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GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
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GL::Renderer::enable(GL::Renderer::Feature::FramebufferSrgb);
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GL::Renderer::setClearColor(0x000000_srgbaf);
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for(auto fun: {&ShaderVisualizer::phong,
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&ShaderVisualizer::line,
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&ShaderVisualizer::meshVisualizer2D,
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&ShaderVisualizer::meshVisualizer2DPrimitiveId,
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&ShaderVisualizer::meshVisualizer3D,
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&ShaderVisualizer::meshVisualizer3DPrimitiveId,
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&ShaderVisualizer::flat,
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&ShaderVisualizer::vertexColor,
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&ShaderVisualizer::vector,
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&ShaderVisualizer::distanceFieldVector}) {
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multisampleFramebuffer.clear(GL::FramebufferClear::Color|GL::FramebufferClear::Depth);
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Containers::StringView filename = (this->*fun)();
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GL::AbstractFramebuffer::blit(multisampleFramebuffer, framebuffer, framebuffer.viewport(), GL::FramebufferBlit::Color);
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Image2D result = framebuffer.read(framebuffer.viewport(), {PixelFormat::RGBA8Unorm});
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converter->convertToFile(result, Utility::Path::join("../", "shaders-" + filename));
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}
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_importer.reset();
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return 0;
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}
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namespace {
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const auto Projection = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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const auto Transformation = Matrix4::translation(Vector3::zAxis(-5.0f));
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const auto BaseColor = 0x2f83cc_srgbf;
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const auto OutlineColor = 0xdcdcdc_srgbf;
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}
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Containers::StringView ShaderVisualizer::phong() {
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Shaders::PhongGL{}
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.setAmbientColor(0x22272e_srgbf)
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.setDiffuseColor(BaseColor)
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.setShininess(200.0f)
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.setLightPositions({{5.0f, 5.0f, 7.0f, 0.0f}})
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.setProjectionMatrix(Projection)
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.setTransformationMatrix(Transformation)
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.setNormalMatrix(Transformation.normalMatrix())
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.draw(MeshTools::compile(Primitives::uvSphereSolid(16, 32)));
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return "phong.png";
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}
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Containers::StringView ShaderVisualizer::line() {
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struct Vertex {
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Vector2 position;
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Color3ub color;
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};
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Containers::Array<Vertex> vertices{NoInit, 1024};
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const auto map = DebugTools::ColorMap::turbo();
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for(std::size_t i = 0; i != vertices.size(); ++i) {
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const Rad t{Constants::tau()*Float(i)/Float(vertices.size())};
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vertices[i].position = {
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/* Original from https://www.quantamagazine.org/how-to-create-art-with-mathematics-20151008/
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Math::cos(t) + Math::cos(6*t)/2 + Math::sin(14*t)/3,
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Math::sin(t) + Math::sin(6*t)/2 + Math::cos(14*t)/3 */
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Math::cos(t) + Math::cos(6*t)/3 + Math::sin(14*t)/3,
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Math::sin(t) + Math::sin(6*t)/3 + Math::cos(14*t)/3
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};
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vertices[i].color = map[i/4];
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}
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Trade::MeshData mesh{MeshPrimitive::LineLoop, {}, vertices, {
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Trade::MeshAttributeData{Trade::MeshAttribute::Position, stridedArrayView(vertices).slice(&Vertex::position)},
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Trade::MeshAttributeData{Trade::MeshAttribute::Color, stridedArrayView(vertices).slice(&Vertex::color)},
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}};
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Shaders::LineGL2D shader{Shaders::LineGL2D::Configuration{}
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.setFlags(Shaders::LineGL2D::Flag::VertexColor)};
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shader
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.setTransformationProjectionMatrix(Matrix3::scaling(Vector2{0.5f}))
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.setViewportSize(Vector2{ImageSize})
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.setWidth(5.0f)
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.setSmoothness(1.0f)
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.draw(MeshTools::compileLines(MeshTools::generateLines(mesh)));
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return "line.png";
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}
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Containers::StringView ShaderVisualizer::meshVisualizer2D() {
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const Matrix3 projection =
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Matrix3::projection(Vector2{3.0f})*
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Matrix3::rotation(13.7_degf);
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Shaders::MeshVisualizerGL2D shader{Shaders::MeshVisualizerGL2D::Configuration{}
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.setFlags(Shaders::MeshVisualizerGL2D::Flag::Wireframe)};
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shader
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.setColor(BaseColor)
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.setWireframeColor(OutlineColor)
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.setWireframeWidth(2.0f)
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.setViewportSize(Vector2{ImageSize})
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.setTransformationProjectionMatrix(projection)
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.draw(MeshTools::compile(Primitives::circle2DSolid(8)));
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return "meshvisualizer2d.png";
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}
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Containers::StringView ShaderVisualizer::meshVisualizer2DPrimitiveId() {
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const Matrix3 projection =
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Matrix3::projection(Vector2{3.0f})*
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Matrix3::rotation(13.7_degf);
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const auto map = DebugTools::ColorMap::turbo();
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const Vector2i size{Int(map.size()), 1};
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GL::Texture2D colorMapTexture;
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colorMapTexture
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.setMinificationFilter(GL::SamplerFilter::Linear)
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.setMagnificationFilter(GL::SamplerFilter::Linear)
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.setWrapping(GL::SamplerWrapping::Repeat)
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.setStorage(1, GL::TextureFormat::SRGB8Alpha8, size)
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.setSubImage(0, {}, ImageView2D{PixelFormat::RGB8Srgb, size, map});
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Shaders::MeshVisualizerGL2D shader{Shaders::MeshVisualizerGL2D::Configuration{}
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.setFlags(Shaders::MeshVisualizerGL2D::Flag::PrimitiveId)};
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shader
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.setTransformationProjectionMatrix(projection)
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.setColorMapTransformation(1.0f/255.0f, 1.0f/8.0f)
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.bindColorMapTexture(colorMapTexture)
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.draw(MeshTools::compile(Primitives::circle2DSolid(8)));
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return "meshvisualizer2d-primitiveid.png";
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}
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Containers::StringView ShaderVisualizer::meshVisualizer3D() {
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const Matrix4 transformation = Transformation*
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Matrix4::rotationZ(13.7_degf)*
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Matrix4::rotationX(-12.6_degf);
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Shaders::MeshVisualizerGL3D shader{Shaders::MeshVisualizerGL3D::Configuration{}
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.setFlags(Shaders::MeshVisualizerGL3D::Flag::Wireframe|
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Shaders::MeshVisualizerGL3D::Flag::TangentDirection|
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Shaders::MeshVisualizerGL3D::Flag::BitangentFromTangentDirection|
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Shaders::MeshVisualizerGL3D::Flag::NormalDirection)};
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shader
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.setColor(BaseColor)
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.setWireframeColor(OutlineColor)
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.setWireframeWidth(2.0f)
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.setLineLength(0.3333333333f)
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.setLineWidth(3.0f)
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.setViewportSize(Vector2{ImageSize})
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.setTransformationMatrix(transformation)
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.setProjectionMatrix(Projection)
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.setNormalMatrix(transformation.normalMatrix())
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.draw(MeshTools::compile(Primitives::uvSphereSolid(4, 8, Primitives::UVSphereFlag::TextureCoordinates|Primitives::UVSphereFlag::Tangents)));
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return "meshvisualizer3d.png";
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}
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Containers::StringView ShaderVisualizer::meshVisualizer3DPrimitiveId() {
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const Matrix4 transformation = Transformation*
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Matrix4::rotationZ(13.7_degf)*
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Matrix4::rotationX(-12.6_degf);
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const auto map = DebugTools::ColorMap::turbo();
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const Vector2i size{Int(map.size()), 1};
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GL::Texture2D colorMapTexture;
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colorMapTexture
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.setMinificationFilter(GL::SamplerFilter::Linear)
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.setMagnificationFilter(GL::SamplerFilter::Linear)
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.setWrapping(GL::SamplerWrapping::Repeat)
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.setStorage(1, GL::TextureFormat::SRGB8Alpha8, size)
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.setSubImage(0, {}, ImageView2D{PixelFormat::RGB8Srgb, size, map});
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Shaders::MeshVisualizerGL3D shader{Shaders::MeshVisualizerGL3D::Configuration{}
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.setFlags(Shaders::MeshVisualizerGL3D::Flag::PrimitiveId)};
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shader
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.setTransformationMatrix(transformation)
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.setProjectionMatrix(Projection)
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.setColorMapTransformation(1.0f/255.0f, 1.0f/32.0f)
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.bindColorMapTexture(colorMapTexture)
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.draw(MeshTools::compile(Primitives::uvSphereSolid(4, 8)));
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return "meshvisualizer3d-primitiveid.png";
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}
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Containers::StringView ShaderVisualizer::flat() {
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Shaders::FlatGL3D{}
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.setColor(BaseColor)
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.setTransformationProjectionMatrix(Projection*Transformation)
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.draw(MeshTools::compile(Primitives::uvSphereSolid(16, 32)));
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return "flat.png";
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}
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Containers::StringView ShaderVisualizer::vertexColor() {
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Trade::MeshData sphere = Primitives::uvSphereSolid(32, 64);
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/* Add a color attribute */
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Trade::MeshData sphereWithColors = MeshTools::interleave(Utility::move(sphere), {
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Trade::MeshAttributeData{Trade::MeshAttribute::Color, VertexFormat::Vector3, nullptr}
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});
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/* Color vertices nearest to given position */
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auto target = Vector3{2.0f, 2.0f, 7.0f}.normalized();
|
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Containers::StridedArrayView1D<const Vector3> positions = sphereWithColors.attribute<Vector3>(Trade::MeshAttribute::Position);
|
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Containers::StridedArrayView1D<Vector3> colors = sphereWithColors.mutableAttribute<Vector3>(Trade::MeshAttribute::Color);
|
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|
|
for(std::size_t i = 0; i != sphereWithColors.vertexCount(); ++i) {
|
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|
|
colors[i] = Color3::fromHsv({Math::lerp(240.0_degf, 420.0_degf, Math::max(1.0f - (positions[i] - target).length(), 0.0f)), 0.85f, 0.666f});
|
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|
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|
}
|
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|
|
Shaders::VertexColorGL3D shader;
|
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|
|
shader.setTransformationProjectionMatrix(Projection*Transformation)
|
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|
|
.draw(MeshTools::compile(sphereWithColors));
|
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|
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|
|
return "vertexcolor.png";
|
|
|
|
|
}
|
|
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|
|
|
|
|
|
|
Containers::StringView ShaderVisualizer::vector() {
|
Converting APIs returning std::optional to Containers::Optional.
And removing the bundled std::optional implementation. This finally
makes this library compatible with C++17. Since this would be a huge
backwards-incompatible change that would make everyone angry, the
following had to be done in case both CORRADE_BUILD_DEPRECATED and
MAGNUM_BUILD_DEPRECATED is defined:
* Under C++11 and C++14, Containers::Optional / Containers::NullOpt is
aliased to std::optional / std::nullopt. This is no worse than the
state before, when we also provided these symbols.
* Under C++17, where standard <optional> header is available,
Containers::Optional provides implicit conversion to it. Only one-way
conversion is supported, as there was fortunately no Magnum API that
took std::optional via parameter, and there might be some corner
cases that this doesn't cover. The goal is to have all examples
compiling with the old API, at least.
* There's a new test especially for this, which checks that both the
C++11 and C++17 ways of doing things work as they should.
The typedef and conversion is marked as deprecated, so it will spit out
many warnings to push users to upgrade. I hope I can completely remove
this mess soon :/
8 years ago
|
|
|
Containers::Optional<Trade::ImageData2D> image;
|
|
|
|
|
if(!_importer->openFile("vector.png") || !(image = _importer->image2D(0))) {
|
|
|
|
|
Error() << "Cannot open vector.png";
|
|
|
|
|
return "vector.png";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GL::Texture2D texture;
|
|
|
|
|
texture.setMinificationFilter(GL::SamplerFilter::Linear)
|
|
|
|
|
.setMagnificationFilter(GL::SamplerFilter::Linear)
|
|
|
|
|
.setWrapping(GL::SamplerWrapping::ClampToEdge)
|
|
|
|
|
.setStorage(1, GL::TextureFormat::RGBA8, image->size())
|
|
|
|
|
.setSubImage(0, {}, *image);
|
|
|
|
|
|
|
|
|
|
GL::Renderer::enable(GL::Renderer::Feature::Blending);
|
|
|
|
|
GL::Renderer::setBlendFunction(GL::Renderer::BlendFunction::One, GL::Renderer::BlendFunction::OneMinusSourceAlpha);
|
|
|
|
|
GL::Renderer::setBlendEquation(GL::Renderer::BlendEquation::Add, GL::Renderer::BlendEquation::Add);
|
|
|
|
|
|
|
|
|
|
Shaders::VectorGL2D{}
|
|
|
|
|
.setColor(BaseColor)
|
|
|
|
|
.bindVectorTexture(texture)
|
|
|
|
|
.setTransformationProjectionMatrix({})
|
|
|
|
|
.draw(MeshTools::compile(Primitives::squareSolid(Primitives::SquareFlag::TextureCoordinates)));
|
|
|
|
|
|
|
|
|
|
GL::Renderer::disable(GL::Renderer::Feature::Blending);
|
|
|
|
|
|
|
|
|
|
return "vector.png";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Containers::StringView ShaderVisualizer::distanceFieldVector() {
|
Converting APIs returning std::optional to Containers::Optional.
And removing the bundled std::optional implementation. This finally
makes this library compatible with C++17. Since this would be a huge
backwards-incompatible change that would make everyone angry, the
following had to be done in case both CORRADE_BUILD_DEPRECATED and
MAGNUM_BUILD_DEPRECATED is defined:
* Under C++11 and C++14, Containers::Optional / Containers::NullOpt is
aliased to std::optional / std::nullopt. This is no worse than the
state before, when we also provided these symbols.
* Under C++17, where standard <optional> header is available,
Containers::Optional provides implicit conversion to it. Only one-way
conversion is supported, as there was fortunately no Magnum API that
took std::optional via parameter, and there might be some corner
cases that this doesn't cover. The goal is to have all examples
compiling with the old API, at least.
* There's a new test especially for this, which checks that both the
C++11 and C++17 ways of doing things work as they should.
The typedef and conversion is marked as deprecated, so it will spit out
many warnings to push users to upgrade. I hope I can completely remove
this mess soon :/
8 years ago
|
|
|
Containers::Optional<Trade::ImageData2D> image;
|
|
|
|
|
if(!_importer->openFile("vector-distancefield.png") || !(image = _importer->image2D(0))) {
|
|
|
|
|
Error() << "Cannot open vector-distancefield.png";
|
|
|
|
|
return "distancefieldvector.png";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GL::Texture2D texture;
|
|
|
|
|
texture.setMinificationFilter(GL::SamplerFilter::Linear)
|
|
|
|
|
.setMagnificationFilter(GL::SamplerFilter::Linear)
|
|
|
|
|
.setWrapping(GL::SamplerWrapping::ClampToEdge)
|
|
|
|
|
.setStorage(1, GL::TextureFormat::RGBA8, image->size())
|
|
|
|
|
.setSubImage(0, {}, *image);
|
|
|
|
|
|
|
|
|
|
GL::Renderer::enable(GL::Renderer::Feature::Blending);
|
|
|
|
|
GL::Renderer::setBlendFunction(GL::Renderer::BlendFunction::One, GL::Renderer::BlendFunction::OneMinusSourceAlpha);
|
|
|
|
|
GL::Renderer::setBlendEquation(GL::Renderer::BlendEquation::Add, GL::Renderer::BlendEquation::Add);
|
|
|
|
|
|
|
|
|
|
Shaders::DistanceFieldVectorGL2D{}
|
|
|
|
|
.setColor(BaseColor)
|
|
|
|
|
.setOutlineColor(OutlineColor)
|
|
|
|
|
.setOutlineRange(0.6f, 0.4f)
|
|
|
|
|
.bindVectorTexture(texture)
|
|
|
|
|
.setTransformationProjectionMatrix({})
|
|
|
|
|
.draw(MeshTools::compile(Primitives::squareSolid(Primitives::SquareFlag::TextureCoordinates)));
|
|
|
|
|
|
|
|
|
|
GL::Renderer::disable(GL::Renderer::Feature::Blending);
|
|
|
|
|
|
|
|
|
|
return "distancefieldvector.png";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MAGNUM_WINDOWLESSAPPLICATION_MAIN(ShaderVisualizer)
|