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/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "TextureTools/DistanceField.h"
#include <Utility/Resource.h>
#include "Math/Geometry/Rectangle.h"
#include "AbstractShaderProgram.h"
#include "Extensions.h"
#include "Framebuffer.h"
#include "Mesh.h"
#include "Shader.h"
#include "Texture.h"
namespace Magnum { namespace TextureTools {
namespace {
class DistanceFieldShader: public AbstractShaderProgram {
public:
enum: Int {
TextureLayer = 8
};
explicit DistanceFieldShader();
inline DistanceFieldShader* setRadius(Int radius) {
setUniform(radiusUniform, radius);
return this;
}
inline DistanceFieldShader* setScaling(Vector2 scaling) {
setUniform(scalingUniform, scaling);
return this;
}
private:
static const Int radiusUniform = 0,
scalingUniform = 1;
};
DistanceFieldShader::DistanceFieldShader() {
MAGNUM_ASSERT_VERSION_SUPPORTED(Version::GL330);
MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::explicit_attrib_location);
MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::explicit_uniform_location);
MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::shading_language_420pack);
/** @todo compatibility! */
Corrade::Utility::Resource rs("MagnumTextureTools");
attachShader(Shader::fromData(Version::GL330, Shader::Type::Vertex, rs.get("DistanceFieldShader.vert")));
Shader fragmentShader(Version::GL330, Shader::Type::Fragment);
fragmentShader.addSource(rs.get("compatibility.glsl"));
fragmentShader.addSource(rs.get("DistanceFieldShader.frag"));
attachShader(fragmentShader);
link();
}
}
void distanceField(Texture2D* input, Texture2D* output, const Rectanglei& rectangle, const Int radius) {
MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::EXT::framebuffer_object);
/** @todo Disable depth test and then enable it back (if was previously) */
Framebuffer framebuffer(rectangle);
framebuffer.attachTexture2D(Framebuffer::ColorAttachment(0), output, 0);
framebuffer.bind(Framebuffer::Target::Draw);
DistanceFieldShader shader;
shader.setRadius(radius)
->setScaling(Vector2(input->imageSize(0))/rectangle.size())
->use();
input->bind(DistanceFieldShader::TextureLayer);
Mesh mesh;
mesh.setPrimitive(Mesh::Primitive::Triangles)
->setVertexCount(3)
->draw();
}
}}