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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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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 "MeshVisualizer.h"
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#include <Corrade/Containers/EnumSet.hpp>
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#include <Corrade/Containers/Optional.h>
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#include <Corrade/Containers/Reference.h>
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#include <Corrade/Utility/FormatStl.h>
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#include <Corrade/Utility/Resource.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/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/Shaders/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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namespace Implementation {
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MeshVisualizerBase::MeshVisualizerBase(FlagsBase flags): _flags{flags} {
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags & FlagBase::Wireframe && !(_flags & FlagBase::NoGeometryShader)) {
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL320);
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::geometry_shader4);
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#elif !defined(MAGNUM_TARGET_WEBGL)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::geometry_shader);
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#endif
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}
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#else
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if(_flags & FlagBase::Wireframe)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::OES::standard_derivatives);
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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("MagnumShaders"))
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importShaderResources();
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#endif
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}
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GL::Version MeshVisualizerBase::setupShaders(GL::Shader& vert, GL::Shader& frag, const Utility::Resource& rs) const {
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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CORRADE_INTERNAL_ASSERT(!_flags || _flags & FlagBase::NoGeometryShader || version >= GL::Version::GL320);
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#elif !defined(MAGNUM_TARGET_WEBGL)
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES310, GL::Version::GLES300, GL::Version::GLES200});
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CORRADE_INTERNAL_ASSERT(!_flags || _flags & FlagBase::NoGeometryShader || version >= GL::Version::GLES310);
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#else
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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vert.addSource(_flags & FlagBase::Wireframe ? "#define WIREFRAME_RENDERING\n" : "")
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.addSource(_flags & FlagBase::NoGeometryShader ? "#define NO_GEOMETRY_SHADER\n" : "")
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#ifdef MAGNUM_TARGET_WEBGL
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.addSource("#define SUBSCRIPTING_WORKAROUND\n")
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#elif defined(MAGNUM_TARGET_GLES2)
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.addSource(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::Angle ?
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"#define SUBSCRIPTING_WORKAROUND\n" : "")
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#endif
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;
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frag.addSource(_flags & FlagBase::Wireframe ? "#define WIREFRAME_RENDERING\n" : "")
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.addSource(_flags & FlagBase::NoGeometryShader ? "#define NO_GEOMETRY_SHADER\n" : "");
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return version;
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}
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MeshVisualizerBase& MeshVisualizerBase::setColor(const Color4& color) {
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setUniform(_colorUniform, color);
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return *this;
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}
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MeshVisualizerBase& MeshVisualizerBase::setWireframeColor(const Color4& color) {
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CORRADE_ASSERT(_flags & FlagBase::Wireframe,
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"Shaders::MeshVisualizer::setWireframeColor(): the shader was not created with wireframe enabled", *this);
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setUniform(_wireframeColorUniform, color);
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return *this;
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}
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MeshVisualizerBase& MeshVisualizerBase::setWireframeWidth(const Float width) {
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CORRADE_ASSERT(_flags & FlagBase::Wireframe,
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"Shaders::MeshVisualizer::setWireframeWidth(): the shader was not created with wireframe enabled", *this);
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setUniform(_wireframeWidthUniform, width);
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return *this;
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}
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}
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MeshVisualizer2D::MeshVisualizer2D(const Flags flags): Implementation::MeshVisualizerBase{Implementation::MeshVisualizerBase::FlagBase(UnsignedByte(flags))} {
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Utility::Resource rs{"MagnumShaders"};
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GL::Shader vert{NoCreate};
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GL::Shader frag{NoCreate};
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const GL::Version version = setupShaders(vert, frag, rs);
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vert.addSource("#define TWO_DIMENSIONS\n")
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.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("MeshVisualizer.vert"));
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frag.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("MeshVisualizer.frag"));
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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Containers::Optional<GL::Shader> geom;
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if(flags & Flag::Wireframe && !(flags & Flag::NoGeometryShader)) {
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geom = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Geometry);
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(*geom)
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.addSource("#define WIREFRAME_RENDERING\n#define MAX_VERTICES 3\n")
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.addSource(rs.get("MeshVisualizer.geom"));
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}
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#else
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static_cast<void>(version);
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(geom) CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, *geom, frag}));
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else
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(geom) attachShader(*geom);
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#endif
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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(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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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(!GL::Context::current().isVersionSupported(GL::Version::GL310))
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#endif
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{
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bindAttributeLocation(VertexIndex::Location, "vertexIndex");
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}
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#endif
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}
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix");
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_colorUniform = uniformLocation("color");
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if(flags & Flag::Wireframe) {
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_wireframeColorUniform = uniformLocation("wireframeColor");
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_wireframeWidthUniform = uniformLocation("wireframeWidth");
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_smoothnessUniform = uniformLocation("smoothness");
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if(!(flags & Flag::NoGeometryShader))
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_viewportSizeUniform = uniformLocation("viewportSize");
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}
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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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setTransformationProjectionMatrix({});
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setColor(Color3(1.0f));
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if(flags & Flag::Wireframe) {
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/* Viewport size is zero by default */
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setWireframeColor(Color3{0.0f});
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setWireframeWidth(1.0f);
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setSmoothness(2.0f);
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}
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#endif
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}
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MeshVisualizer2D& MeshVisualizer2D::setViewportSize(const Vector2& size) {
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/* Not asserting here, since the relation to wireframe is a bit vague.
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Also it's an ugly hack that should be removed, ideally. */
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if(flags() & Flag::Wireframe && !(flags() & Flag::NoGeometryShader))
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setUniform(_viewportSizeUniform, size);
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return *this;
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}
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MeshVisualizer2D& MeshVisualizer2D::setTransformationProjectionMatrix(const Matrix3& matrix) {
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setUniform(_transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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MeshVisualizer2D& MeshVisualizer2D::setSmoothness(const Float smoothness) {
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/* This is a bit vaguely related but less vague than setViewportSize() so
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asserting in this case. */
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CORRADE_ASSERT(flags() & Flag::Wireframe,
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"Shaders::MeshVisualizer2D::setSmoothness(): the shader was not created with wireframe enabled", *this);
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setUniform(_smoothnessUniform, smoothness);
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return *this;
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}
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MeshVisualizer3D::MeshVisualizer3D(const Flags flags): Implementation::MeshVisualizerBase{Implementation::MeshVisualizerBase::FlagBase(UnsignedByte(flags))} {
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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CORRADE_ASSERT(!(flags & Flag::NoGeometryShader && flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)),
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"Shaders::MeshVisualizer3D: geometry shader has to be enabled when rendering TBN direction", );
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CORRADE_ASSERT(!(flags & Flag::BitangentDirection && flags & Flag::BitangentFromTangentDirection),
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"Shaders::MeshVisualizer3D: Flag::BitangentDirection and Flag::BitangentFromTangentDirection are mutually exclusive", );
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#endif
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Utility::Resource rs{"MagnumShaders"};
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GL::Shader vert{NoCreate};
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GL::Shader frag{NoCreate};
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const GL::Version version = setupShaders(vert, frag, rs);
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vert.addSource("#define THREE_DIMENSIONS\n")
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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.addSource(flags & Flag::TangentDirection ? "#define TANGENT_DIRECTION\n" : "")
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.addSource(flags & Flag::BitangentFromTangentDirection ? "#define BITANGENT_FROM_TANGENT_DIRECTION\n" : "")
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.addSource(flags & Flag::BitangentDirection ? "#define BITANGENT_DIRECTION\n" : "")
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.addSource(flags & Flag::NormalDirection ? "#define NORMAL_DIRECTION\n" : "")
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#endif
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.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("MeshVisualizer.vert"));
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frag
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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.addSource(flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) ? "#define TBN_DIRECTION\n" : "")
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#endif
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.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("MeshVisualizer.frag"));
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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Containers::Optional<GL::Shader> geom;
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if(flags & (Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) && !(flags & Flag::NoGeometryShader)) {
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Int maxVertices = 0;
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if(flags & Flag::Wireframe) maxVertices += 3;
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if(flags & Flag::TangentDirection) maxVertices += 3*6;
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if(flags & (Flag::BitangentDirection|Flag::BitangentFromTangentDirection))
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maxVertices += 3*6;
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if(flags & Flag::NormalDirection) maxVertices += 3*6;
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geom = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Geometry);
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(*geom)
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.addSource(Utility::formatString("#define MAX_VERTICES {}\n", maxVertices))
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.addSource(flags & Flag::Wireframe ? "#define WIREFRAME_RENDERING\n" : "")
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.addSource(flags & Flag::TangentDirection ? "#define TANGENT_DIRECTION\n" : "")
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.addSource(flags & (Flag::BitangentDirection|Flag::BitangentFromTangentDirection) ? "#define BITANGENT_DIRECTION\n" : "")
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.addSource(flags & Flag::NormalDirection ? "#define NORMAL_DIRECTION\n" : "")
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.addSource(rs.get("MeshVisualizer.geom"));
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}
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#else
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static_cast<void>(version);
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(geom) CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, *geom, frag}));
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else
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(geom) attachShader(*geom);
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#endif
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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(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(flags & Flag::TangentDirection ||
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flags & Flag::BitangentFromTangentDirection)
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bindAttributeLocation(Tangent4::Location, "tangent");
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if(flags & Flag::BitangentDirection)
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bindAttributeLocation(Bitangent::Location, "bitangent");
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if(flags & Flag::NormalDirection ||
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flags & Flag::BitangentFromTangentDirection)
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bindAttributeLocation(Normal::Location, "normal");
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#endif
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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(!GL::Context::current().isVersionSupported(GL::Version::GL310))
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#endif
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{
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bindAttributeLocation(VertexIndex::Location, "vertexIndex");
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}
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#endif
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}
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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_transformationMatrixUniform = uniformLocation("transformationMatrix");
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_projectionMatrixUniform = uniformLocation("projectionMatrix");
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_colorUniform = uniformLocation("color");
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if(flags & Flag::Wireframe) {
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_wireframeColorUniform = uniformLocation("wireframeColor");
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_wireframeWidthUniform = uniformLocation("wireframeWidth");
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}
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if(flags & (Flag::Wireframe
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection
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#endif
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)) {
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_smoothnessUniform = uniformLocation("smoothness");
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if(!(flags & Flag::NoGeometryShader))
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_viewportSizeUniform = uniformLocation("viewportSize");
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}
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) {
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_normalMatrixUniform = uniformLocation("normalMatrix");
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_lineWidthUniform = uniformLocation("lineWidth");
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_lineLengthUniform = uniformLocation("lineLength");
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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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setTransformationMatrix({});
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setProjectionMatrix({});
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setColor(Color3(1.0f));
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if(flags & Flag::Wireframe) {
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/* Viewport size is zero by default */
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setWireframeColor(Color3{0.0f});
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setWireframeWidth(1.0f);
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}
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if(flags & (Flag::Wireframe
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection
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#endif
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)) {
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setSmoothness(2.0f);
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}
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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if(flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) {
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setNormalMatrix({});
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setLineWidth(1.0f);
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setLineLength(1.0f);
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}
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#endif
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#endif
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}
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MeshVisualizer3D& MeshVisualizer3D::setTransformationMatrix(const Matrix4& matrix) {
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setUniform(_transformationMatrixUniform, matrix);
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return *this;
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}
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MeshVisualizer3D& MeshVisualizer3D::setProjectionMatrix(const Matrix4& matrix) {
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setUniform(_projectionMatrixUniform, matrix);
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return *this;
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}
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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MeshVisualizer3D& MeshVisualizer3D::setNormalMatrix(const Matrix3x3& matrix) {
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CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection),
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"Shaders::MeshVisualizer3D::setNormalMatrix(): the shader was not created with TBN direction enabled", *this);
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setUniform(_normalMatrixUniform, matrix);
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return *this;
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}
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#endif
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MeshVisualizer3D& MeshVisualizer3D::setViewportSize(const Vector2& size) {
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/* Not asserting here, since the relation to wireframe is a bit vague.
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Also it's an ugly hack that should be removed, ideally. */
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if((flags() & Flag::Wireframe && !(flags() & Flag::NoGeometryShader))
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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|| flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)
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#endif
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)
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|
setUniform(_viewportSizeUniform, size);
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|
|
return *this;
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}
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|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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|
MeshVisualizer3D& MeshVisualizer3D::setLineWidth(const Float width) {
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CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection),
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|
|
|
"Shaders::MeshVisualizer3D::setLineWidth(): the shader was not created with TBN direction enabled", *this);
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|
|
setUniform(_lineWidthUniform, width);
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|
|
return *this;
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}
|
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MeshVisualizer3D& MeshVisualizer3D::setLineLength(const Float length) {
|
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|
CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection),
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|
|
|
"Shaders::MeshVisualizer3D::setLineLength(): the shader was not created with TBN direction enabled", *this);
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setUniform(_lineLengthUniform, length);
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|
return *this;
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}
|
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|
#endif
|
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|
MeshVisualizer3D& MeshVisualizer3D::setSmoothness(const Float smoothness) {
|
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|
#ifndef CORRADE_NO_ASSERT
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|
|
/* This is a bit vaguely related but less vague than setViewportSize() so
|
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|
|
|
asserting in this case. */
|
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|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
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|
|
constexpr Flags allowed = Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection;
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|
|
|
#else
|
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|
|
|
constexpr Flags allowed = Flag::Wireframe;
|
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|
|
|
#endif
|
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|
|
|
CORRADE_ASSERT(flags() & allowed,
|
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|
|
|
"Shaders::MeshVisualizer3D::setSmoothness(): the shader was not created with wireframe or TBN direction enabled", *this);
|
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|
|
|
#endif
|
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|
|
|
setUniform(_smoothnessUniform, smoothness);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizer2D::Flag value) {
|
|
|
|
|
debug << "Shaders::MeshVisualizer2D::Flag" << Debug::nospace;
|
|
|
|
|
|
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|
|
|
switch(value) {
|
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|
|
/* LCOV_EXCL_START */
|
|
|
|
|
#define _c(v) case MeshVisualizer2D::Flag::v: return debug << "::" #v;
|
|
|
|
|
_c(NoGeometryShader)
|
|
|
|
|
_c(Wireframe)
|
|
|
|
|
#undef _c
|
|
|
|
|
/* LCOV_EXCL_STOP */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizer3D::Flag value) {
|
|
|
|
|
debug << "Shaders::MeshVisualizer3D::Flag" << Debug::nospace;
|
|
|
|
|
|
|
|
|
|
switch(value) {
|
|
|
|
|
/* LCOV_EXCL_START */
|
|
|
|
|
#define _c(v) case MeshVisualizer3D::Flag::v: return debug << "::" #v;
|
|
|
|
|
_c(NoGeometryShader)
|
|
|
|
|
_c(Wireframe)
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
_c(TangentDirection)
|
|
|
|
|
_c(BitangentFromTangentDirection)
|
|
|
|
|
_c(BitangentDirection)
|
|
|
|
|
_c(NormalDirection)
|
|
|
|
|
#endif
|
|
|
|
|
#undef _c
|
|
|
|
|
/* LCOV_EXCL_STOP */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizer2D::Flags value) {
|
|
|
|
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::MeshVisualizer2D::Flags{}", {
|
|
|
|
|
MeshVisualizer2D::Flag::Wireframe,
|
|
|
|
|
/* Wireframe contains this on ES2 so it's not reported there */
|
|
|
|
|
MeshVisualizer2D::Flag::NoGeometryShader
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizer3D::Flags value) {
|
|
|
|
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::MeshVisualizer3D::Flags{}", {
|
|
|
|
|
MeshVisualizer3D::Flag::Wireframe,
|
|
|
|
|
/* Wireframe contains this on ES2 so it's not reported there */
|
|
|
|
|
MeshVisualizer3D::Flag::NoGeometryShader
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}}
|