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#ifndef Magnum_Shaders_DistanceFieldVectorGL_h
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#define Magnum_Shaders_DistanceFieldVectorGL_h
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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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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 @ref Magnum::Shaders::DistanceFieldVectorGL, typedef @ref Magnum::Shaders::DistanceFieldVectorGL2D, @ref Magnum::Shaders::DistanceFieldVectorGL3D
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* @m_since_latest
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*/
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/GL/AbstractShaderProgram.h"
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#include "Magnum/Shaders/GenericGL.h"
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#include "Magnum/Shaders/visibility.h"
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namespace Magnum { namespace Shaders {
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namespace Implementation {
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enum class DistanceFieldVectorGLFlag: UnsignedByte {
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TextureTransformation = 1 << 0,
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#ifndef MAGNUM_TARGET_GLES2
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UniformBuffers = 1 << 1,
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MultiDraw = UniformBuffers|(1 << 2)
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#endif
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};
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typedef Containers::EnumSet<DistanceFieldVectorGLFlag> DistanceFieldVectorGLFlags;
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}
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/**
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@brief Distance field vector OpenGL shader
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@m_since_latest
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Renders vector graphics in a form of signed distance field. See
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@ref TextureTools::DistanceField for more information and @ref VectorGL for a
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simpler variant of this shader. Note that the final rendered outlook will
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greatly depend on radius of input distance field and value passed to
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@ref setSmoothness(). You need to provide @ref Position and
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@ref TextureCoordinates attributes in your triangle mesh and call at least
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@ref bindVectorTexture(). By default, the shader renders the distance field
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texture with a white color in an identity transformation, use
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@ref setTransformationProjectionMatrix(), @ref setColor() and others to
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configure the shader.
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Alpha / transparency is supported by the shader implicitly, but to have it
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working on the framebuffer, you need to enable
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@ref GL::Renderer::Feature::Blending and set up the blending function. See
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@ref GL::Renderer::setBlendFunction() for details.
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@image html shaders-distancefieldvector.png width=256px
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@section Shaders-DistanceFieldVectorGL-usage Example usage
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Common mesh setup:
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@snippet MagnumShaders-gl.cpp DistanceFieldVectorGL-usage1
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Common rendering setup:
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@snippet MagnumShaders-gl.cpp DistanceFieldVectorGL-usage2
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@section Shaders-DistanceFieldVectorGL-ubo Uniform buffers
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See @ref shaders-usage-ubo for a high-level overview that applies to all
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shaders. In this particular case, because the shader doesn't need a separate
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projection and transformation matrix, a combined one is supplied via a
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@ref TransformationProjectionUniform2D / @ref TransformationProjectionUniform3D
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buffer. To maximize use of the limited uniform buffer memory, materials are
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supplied separately in a @ref DistanceFieldVectorMaterialUniform buffer and
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then referenced via @relativeref{DistanceFieldVectorDrawUniform,materialId}
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from a @ref DistanceFieldVectorDrawUniform; for optional texture transformation
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a per-draw @ref TextureTransformationUniform can be supplied as well. A uniform
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buffer setup equivalent to the above would look like this:
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@snippet MagnumShaders-gl.cpp DistanceFieldVectorGL-ubo
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For a multidraw workflow enable @ref Flag::MultiDraw, supply desired material
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and draw count in the @ref DistanceFieldVectorGL(Flags, UnsignedInt, UnsignedInt)
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constructor and specify material references and texture offsets for every draw.
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Texture arrays aren't currently supported for this shader. Besides that, the
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usage is similar for all shaders, see @ref shaders-usage-multidraw for an
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example.
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@requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} for uniform
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buffers.
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@requires_gl46 Extension @gl_extension{ARB,shader_draw_parameters} for
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multidraw.
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@requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
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@requires_webgl20 Uniform buffers are not available in WebGL 1.0.
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@requires_es_extension Extension @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt)
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(unlisted) for multidraw.
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@requires_webgl_extension Extension @webgl_extension{ANGLE,multi_draw} for
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multidraw.
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@see @ref shaders, @ref DistanceFieldVectorGL2D, @ref DistanceFieldVectorGL3D
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@todo Use fragment shader derivations to have proper smoothness in perspective/
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large zoom levels, make it optional as it might have negative performance
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impact
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL: public GL::AbstractShaderProgram {
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public:
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/**
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* @brief Vertex position
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector2 "Vector2" in 2D, @ref Magnum::Vector3 "Vector3"
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* in 3D.
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*/
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typedef typename GenericGL<dimensions>::Position Position;
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/**
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* @brief 2D texture coordinates
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector2 "Vector2".
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*/
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typedef typename GenericGL<dimensions>::TextureCoordinates TextureCoordinates;
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enum: UnsignedInt {
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/**
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* Color shader output. @ref shaders-generic "Generic output",
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* present always. Expects three- or four-component floating-point
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* or normalized buffer attachment.
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*/
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ColorOutput = GenericGL<dimensions>::ColorOutput
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};
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#ifdef DOXYGEN_GENERATING_OUTPUT
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/**
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* @brief Flag
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* @m_since{2020,06}
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*
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* @see @ref Flags, @ref flags()
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*/
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enum class Flag: UnsignedByte {
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/**
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* Enable texture coordinate transformation.
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* @see @ref setTextureMatrix()
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* @m_since{2020,06}
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*/
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TextureTransformation = 1 << 0,
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* Use uniform buffers. Expects that uniform data are supplied via
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* @ref bindTransformationProjectionBuffer(),
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* @ref bindDrawBuffer(), @ref bindTextureTransformationBuffer(),
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* and @ref bindMaterialBuffer() instead of direct uniform setters.
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
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* @requires_gles30 Uniform buffers are not available in OpenGL ES
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* 2.0.
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* @requires_webgl20 Uniform buffers are not available in WebGL
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* 1.0.
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* @m_since_latest
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*/
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UniformBuffers = 1 << 1,
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/**
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* Enable multidraw functionality. Implies @ref Flag::UniformBuffers
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* and adds the value from @ref setDrawOffset() with the
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* @glsl gl_DrawID @ce builtin, which makes draws submitted via
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* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>)
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* pick up per-draw parameters directly, without having to rebind
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* the uniform buffers or specify @ref setDrawOffset() before each
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* draw. In a non-multidraw scenario, @glsl gl_DrawID @ce is
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* @cpp 0 @ce, which means a shader with this flag enabled can be
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* used for regular draws as well.
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* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object}
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* and @gl_extension{ARB,shader_draw_parameters}
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* @requires_es_extension OpenGL ES 3.0 and extension
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* @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt)
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* (unlisted). While the extension alone needs only OpenGL ES
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* 2.0, the shader implementation relies on uniform buffers,
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* which require OpenGL ES 3.0.
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* @requires_webgl_extension WebGL 2.0 and extension
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* @webgl_extension{ANGLE,multi_draw}. While the extension
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* alone needs only WebGL 1.0, the shader implementation
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* relies on uniform buffers, which require WebGL 2.0.
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* @m_since_latest
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*/
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MultiDraw = UniformBuffers|(1 << 2)
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#endif
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};
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/**
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* @brief Flags
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* @m_since{2020,06}
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*
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* @see @ref flags()
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*/
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typedef Containers::EnumSet<Flag> Flags;
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#else
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/* Done this way to be prepared for possible future diversion of 2D
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and 3D flags (e.g. introducing 3D-specific features) */
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typedef Implementation::DistanceFieldVectorGLFlag Flag;
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typedef Implementation::DistanceFieldVectorGLFlags Flags;
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#endif
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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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* While this function is meant mainly for the classic uniform
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* scenario (without @ref Flag::UniformBuffers set), it's equivalent to
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* @ref DistanceFieldVectorGL(Flags, UnsignedInt, UnsignedInt) with
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* @p materialCount and @p drawCount set to @cpp 1 @ce.
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*/
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explicit DistanceFieldVectorGL(Flags flags = {});
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Construct for a multi-draw scenario
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* @param flags Flags
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* @param materialCount Size of a @ref DistanceFieldVectorMaterialUniform
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* buffer bound with @ref bindMaterialBuffer()
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* @param drawCount Size of a @ref TransformationProjectionUniform2D
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* / @ref TransformationProjectionUniform3D /
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* @ref DistanceFieldVectorDrawUniform /
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* @ref TextureTransformationUniform buffer bound with
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* @ref bindTransformationProjectionBuffer(), @ref bindDrawBuffer()
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* and @ref bindTextureTransformationBuffer()
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*
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* If @p flags contains @ref Flag::UniformBuffers, @p materialCount and
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* @p drawCount describe the uniform buffer sizes as these are required
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* to have a statically defined size. The draw offset is then set via
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* @ref setDrawOffset() and the per-draw materials are specified via
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* @ref DistanceFieldVectorDrawUniform::materialId.
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*
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* If @p flags don't contain @ref Flag::UniformBuffers,
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* @p materialCount and @p drawCount is ignored and the constructor
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* behaves the same as @ref DistanceFieldVectorGL(Flags).
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
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*/
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/** @todo this constructor will eventually need to have also joint
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count, per-vertex weight count, view count for multiview and clip
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plane count ... and putting them in arbitrary order next to each
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other is too error-prone, so it needs some other solution
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(accepting pairs of parameter type and value like in GL context
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creation, e.g., which will probably need a new enum as reusing Flag
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for this might be too confusing); what if some parameters won't be
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(unsigned) integers? like a string with shader extensions? make a
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whole Configuration class? */
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explicit DistanceFieldVectorGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount);
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#endif
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/**
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* @brief Construct without creating the underlying OpenGL object
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*
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* The constructed instance is equivalent to a moved-from state. Useful
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* in cases where you will overwrite the instance later anyway. Move
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* another object over it to make it useful.
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*
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* This function can be safely used for constructing (and later
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* destructing) objects even without any OpenGL context being active.
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* However note that this is a low-level and a potentially dangerous
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* API, see the documentation of @ref NoCreate for alternatives.
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*/
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explicit DistanceFieldVectorGL(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
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/** @brief Copying is not allowed */
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DistanceFieldVectorGL(const DistanceFieldVectorGL<dimensions>&) = delete;
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/** @brief Move constructor */
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DistanceFieldVectorGL(DistanceFieldVectorGL<dimensions>&&) noexcept = default;
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/** @brief Copying is not allowed */
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DistanceFieldVectorGL<dimensions>& operator=(const DistanceFieldVectorGL<dimensions>&) = delete;
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/** @brief Move assignment */
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DistanceFieldVectorGL<dimensions>& operator=(DistanceFieldVectorGL<dimensions>&&) noexcept = default;
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/**
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* @brief Flags
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* @m_since{2020,06}
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*/
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Flags flags() const { return _flags; }
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Material count
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* @m_since_latest
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*
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* Statically defined size of the
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* @ref DistanceFieldVectorMaterialUniform uniform buffer. Has use only
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* if @ref Flag::UniformBuffers is set.
|
|
|
|
|
* @see @ref bindMaterialBuffer()
|
|
|
|
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds.
|
|
|
|
|
* @requires_webgl20 Not defined on WebGL 1.0 builds.
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt materialCount() const { return _materialCount; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw count
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Statically defined size of each of the
|
|
|
|
|
* @ref TransformationProjectionUniform2D /
|
|
|
|
|
* @ref TransformationProjectionUniform3D,
|
|
|
|
|
* @ref DistanceFieldVectorDrawUniform and
|
|
|
|
|
* @ref TextureTransformationUniform uniform buffers. Has use only if
|
|
|
|
|
* @ref Flag::UniformBuffers is set.
|
|
|
|
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds.
|
|
|
|
|
* @requires_webgl20 Not defined on WebGL 1.0 builds.
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt drawCount() const { return _drawCount; }
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @{
|
|
|
|
|
* @name Uniform setters
|
|
|
|
|
*
|
|
|
|
|
* Used only if @ref Flag::UniformBuffers is not set.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set transformation and projection matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is an identity matrix.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref TransformationProjectionUniform2D::transformationProjectionMatrix /
|
|
|
|
|
* @ref TransformationProjectionUniform3D::transformationProjectionMatrix
|
|
|
|
|
* and call @ref bindTransformationProjectionBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set texture coordinate transformation matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with
|
|
|
|
|
* @ref Flag::TextureTransformation enabled. Initial value is an
|
|
|
|
|
* identity matrix.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref TextureTransformationUniform::rotationScaling and
|
|
|
|
|
* @ref TextureTransformationUniform::offset and call
|
|
|
|
|
* @ref bindTextureTransformationBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setTextureMatrix(const Matrix3& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set fill color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is @cpp 0xffffffff_rgbaf @ce.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref DistanceFieldVectorMaterialUniform::color and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @see @ref setOutlineColor()
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setColor(const Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set outline color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is @cpp 0x00000000_rgbaf @ce and the outline is not
|
|
|
|
|
* drawn --- see @ref setOutlineRange() for more information.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref DistanceFieldVectorMaterialUniform::outlineColor and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @see @ref setOutlineRange(), @ref setColor()
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setOutlineColor(const Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set outline range
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* The @p start parameter describes where fill ends and possible
|
|
|
|
|
* outline starts. Initial value is @cpp 0.5f @ce, larger values will
|
|
|
|
|
* make the vector art look thinner, smaller will make it look thicker.
|
|
|
|
|
*
|
|
|
|
|
* The @p end parameter describes where outline ends. If set to a value
|
|
|
|
|
* larger than @p start, the outline is not drawn. Initial value is
|
|
|
|
|
* @cpp 1.0f @ce.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref DistanceFieldVectorMaterialUniform::outlineStart and
|
|
|
|
|
* @ref DistanceFieldVectorMaterialUniform::outlineEnd and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @see @ref setOutlineColor()
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setOutlineRange(Float start, Float end);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set smoothness radius
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Larger values will make edges look less aliased (but blurry),
|
|
|
|
|
* smaller values will make them look more crisp (but possibly
|
|
|
|
|
* aliased). Initial value is @cpp 0.04f @ce.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref DistanceFieldVectorMaterialUniform::smoothness and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setSmoothness(Float value);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/** @{
|
|
|
|
|
* @name Uniform buffer binding and related uniform setters
|
|
|
|
|
*
|
|
|
|
|
* Used if @ref Flag::UniformBuffers is set.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a draw offset
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Specifies which item in the @ref TransformationProjectionUniform2D /
|
|
|
|
|
* @ref TransformationProjectionUniform3D,
|
|
|
|
|
* @ref DistanceFieldVectorDrawUniform and
|
|
|
|
|
* @ref TextureTransformationUniform buffers bound with
|
|
|
|
|
* @ref bindTransformationProjectionBuffer(), @ref bindDrawBuffer() and
|
|
|
|
|
* @ref bindTextureTransformationBuffer() should be used for current
|
|
|
|
|
* draw. Expects that @ref Flag::UniformBuffers is set and @p offset is
|
|
|
|
|
* less than @ref drawCount(). Initial value is @cpp 0 @ce, if
|
|
|
|
|
* @ref drawCount() is @cpp 1 @ce, the function is a no-op as the
|
|
|
|
|
* shader assumes draw offset to be always zero.
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this
|
|
|
|
|
* value, which makes each draw submitted via
|
|
|
|
|
* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>)
|
|
|
|
|
* pick up its own per-draw parameters.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& setDrawOffset(UnsignedInt offset);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a transformation and projection uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref drawCount() instances of
|
|
|
|
|
* @ref TransformationProjectionUniform2D /
|
|
|
|
|
* @ref TransformationProjectionUniform3D. At the very least you need
|
|
|
|
|
* to call also @ref bindDrawBuffer() and @ref bindMaterialBuffer().
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindTransformationProjectionBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindTransformationProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a draw uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref drawCount() instances of
|
|
|
|
|
* @ref DistanceFieldVectorDrawUniform. At the very least you need to
|
|
|
|
|
* call also @ref bindTransformationProjectionBuffer() and
|
|
|
|
|
* @ref bindMaterialBuffer().
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindDrawBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindDrawBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a texture transformation uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that both @ref Flag::UniformBuffers and
|
|
|
|
|
* @ref Flag::TextureTransformation is set. The buffer is expected to
|
|
|
|
|
* contain @ref drawCount() instances of
|
|
|
|
|
* @ref TextureTransformationUniform.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindTextureTransformationBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindTextureTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a material uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref materialCount() instances of
|
|
|
|
|
* @ref DistanceFieldVectorMaterialUniform. At the very least you need
|
|
|
|
|
* to call also @ref bindTransformationProjectionBuffer() and
|
|
|
|
|
* @ref bindDrawBuffer().
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindMaterialBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @}
|
|
|
|
|
*/
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @{
|
|
|
|
|
* @name Texture binding
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind vector texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* @see @ref DistanceFieldVectorGL::Flag::TextureTransformation,
|
|
|
|
|
* @ref VectorGL::Flag::TextureTransformation,
|
|
|
|
|
* @ref DistanceFieldVectorGL::setTextureMatrix(),
|
|
|
|
|
* @ref VectorGL::setTextureMatrix()
|
|
|
|
|
*/
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& bindVectorTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/* Overloads to remove WTF-factor from method chaining order */
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::Mesh& mesh) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::Mesh&& mesh) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::MeshView& mesh) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::MeshView&& mesh) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::Mesh& mesh, const Containers::StridedArrayView1D<const UnsignedInt>& counts, const Containers::StridedArrayView1D<const UnsignedInt>& vertexOffsets, const Containers::StridedArrayView1D<const UnsignedInt>& indexOffsets) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh, counts, vertexOffsets, indexOffsets));
|
|
|
|
|
}
|
|
|
|
|
#ifndef CORRADE_TARGET_32BIT
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::Mesh& mesh, const Containers::StridedArrayView1D<const UnsignedInt>& counts, const Containers::StridedArrayView1D<const UnsignedInt>& vertexOffsets, const Containers::StridedArrayView1D<const UnsignedLong>& indexOffsets) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh, counts, vertexOffsets, indexOffsets));
|
|
|
|
|
}
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(GL::Mesh& mesh, const Containers::StridedArrayView1D<const UnsignedInt>& counts, const Containers::StridedArrayView1D<const UnsignedInt>& vertexOffsets, std::nullptr_t) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(mesh, counts, vertexOffsets, nullptr));
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(Containers::ArrayView<const Containers::Reference<GL::MeshView>> meshes) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(meshes));
|
|
|
|
|
}
|
|
|
|
|
DistanceFieldVectorGL<dimensions>& draw(std::initializer_list<Containers::Reference<GL::MeshView>> meshes) {
|
|
|
|
|
return static_cast<DistanceFieldVectorGL<dimensions>&>(GL::AbstractShaderProgram::draw(meshes));
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
/* Prevent accidentally calling irrelevant functions */
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
using GL::AbstractShaderProgram::drawTransformFeedback;
|
|
|
|
|
#endif
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
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using GL::AbstractShaderProgram::dispatchCompute;
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#endif
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Flags _flags;
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#ifndef MAGNUM_TARGET_GLES2
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UnsignedInt _materialCount{}, _drawCount{};
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#endif
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Int _transformationProjectionMatrixUniform{0},
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_textureMatrixUniform{1},
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_colorUniform{2},
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_outlineColorUniform{3},
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_outlineRangeUniform{4},
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_smoothnessUniform{5};
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#ifndef MAGNUM_TARGET_GLES2
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/* Used instead of all other uniforms when Flag::UniformBuffers is set,
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so it can alias them */
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Int _drawOffsetUniform{0};
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#endif
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};
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/**
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@brief Two-dimensional distance field vector OpenGL shader
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@m_since_latest
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*/
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typedef DistanceFieldVectorGL<2> DistanceFieldVectorGL2D;
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/**
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@brief Three-dimensional distance field vector OpenGL shader
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@m_since_latest
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*/
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typedef DistanceFieldVectorGL<3> DistanceFieldVectorGL3D;
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#ifdef DOXYGEN_GENERATING_OUTPUT
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/** @debugoperatorclassenum{DistanceFieldVectorGL,DistanceFieldVectorGL::Flag} */
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, DistanceFieldVectorGL<dimensions>::Flag value);
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/** @debugoperatorclassenum{DistanceFieldVectorGL,DistanceFieldVectorGL::Flags} */
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, DistanceFieldVectorGL<dimensions>::Flags value);
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#else
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namespace Implementation {
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, DistanceFieldVectorGLFlag value);
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, DistanceFieldVectorGLFlags value);
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CORRADE_ENUMSET_OPERATORS(DistanceFieldVectorGLFlags)
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}
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#endif
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}}
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#endif
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