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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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#include "VectorGL.h"
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#include <Corrade/Containers/EnumSet.hpp>
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#include <Corrade/Containers/Reference.h>
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.h"
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#ifndef MAGNUM_TARGET_GLES2
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#include <Corrade/Utility/FormatStl.h>
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#include "Magnum/GL/Buffer.h"
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#endif
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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namespace {
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enum: Int { TextureUnit = 6 };
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#ifndef MAGNUM_TARGET_GLES2
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enum: Int {
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/* Not using the zero binding to avoid conflicts with
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ProjectionBufferBinding from other shaders which can likely stay
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bound to the same buffer for the whole time */
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TransformationProjectionBufferBinding = 1,
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DrawBufferBinding = 2,
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TextureTransformationBufferBinding = 3,
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MaterialBufferBinding = 4
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};
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#endif
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}
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(const Flags flags
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#ifndef MAGNUM_TARGET_GLES2
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, const UnsignedInt materialCount, const UnsignedInt drawCount
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#endif
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) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || materialCount,
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"Shaders::VectorGL: material count can't be zero", CompileState{NoCreate});
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount,
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"Shaders::VectorGL: draw count can't be zero", CompileState{NoCreate});
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#endif
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#ifndef MAGNUM_TARGET_GLES
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if(flags >= Flag::UniformBuffers)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object);
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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if(flags >= Flag::MultiDraw) {
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters);
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#elif !defined(MAGNUM_TARGET_WEBGL)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw);
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#else
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw);
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#endif
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}
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#endif
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumShadersGL"))
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importShaderResources();
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#endif
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Utility::Resource rs("MagnumShadersGL");
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const GL::Context& context = GL::Context::current();
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "")
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.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n");
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#ifndef MAGNUM_TARGET_GLES2
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if(flags >= Flag::UniformBuffers) {
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vert.addSource(Utility::formatString(
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"#define UNIFORM_BUFFERS\n"
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"#define DRAW_COUNT {}\n",
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drawCount));
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vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "");
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}
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#endif
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vert.addSource(rs.getString("generic.glsl"))
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.addSource(rs.getString("Vector.vert"));
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#ifndef MAGNUM_TARGET_GLES2
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if(flags >= Flag::UniformBuffers) {
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frag.addSource(Utility::formatString(
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"#define UNIFORM_BUFFERS\n"
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"#define DRAW_COUNT {}\n"
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"#define MATERIAL_COUNT {}\n",
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drawCount,
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materialCount));
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frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "");
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}
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#endif
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frag.addSource(rs.getString("generic.glsl"))
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.addSource(rs.getString("Vector.frag"));
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vert.submitCompile();
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frag.submitCompile();
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VectorGL out{NoInit};
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out._flags = flags;
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#ifndef MAGNUM_TARGET_GLES2
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out._materialCount = materialCount;
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out._drawCount = drawCount;
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#endif
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out.attachShaders({vert, frag});
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/* ES3 has this done in the shader directly */
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
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#ifndef MAGNUM_TARGET_GLES
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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out.bindAttributeLocation(Position::Location, "position");
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out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
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}
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#endif
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out.submitLink();
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return CompileState{std::move(out), std::move(vert), std::move(frag), version};
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(CompileState&& cs): VectorGL{static_cast<VectorGL&&>(std::move(cs))} {
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if (id() == 0) return;
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CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink());
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const GL::Context& context = GL::Context::current();
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const GL::Version version = cs._version;
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#ifndef MAGNUM_TARGET_GLES
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags >= Flag::UniformBuffers) {
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if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset");
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} else
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#endif
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{
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_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix");
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if(_flags & Flag::TextureTransformation)
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_textureMatrixUniform = uniformLocation("textureMatrix");
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_backgroundColorUniform = uniformLocation("backgroundColor");
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_colorUniform = uniformLocation("color");
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}
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}
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#ifndef MAGNUM_TARGET_GLES
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if(!context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
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#endif
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{
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setUniform(uniformLocation("vectorTexture"), TextureUnit);
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags >= Flag::UniformBuffers) {
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setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding);
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setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding);
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if(_flags & Flag::TextureTransformation)
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setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding);
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setUniformBlockBinding(uniformBlockIndex("Material"), MaterialBufferBinding);
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}
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#endif
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}
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
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#ifdef MAGNUM_TARGET_GLES
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#ifndef MAGNUM_TARGET_GLES2
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if(_flags >= Flag::UniformBuffers) {
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/* Draw offset is zero by default */
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} else
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#endif
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{
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setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{Math::IdentityInit});
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if(_flags & Flag::TextureTransformation)
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setTextureMatrix(Matrix3{Math::IdentityInit});
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/* Background color is zero by default */
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setColor(Color4{1.0f});
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}
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#endif
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static_cast<void>(context);
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static_cast<void>(version);
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(Flags flags): VectorGL{compile(flags)} {}
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#ifndef MAGNUM_TARGET_GLES2
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(Flags flags) {
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return compile(flags, 1, 1);
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount):
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VectorGL{compile(flags, materialCount, drawCount)} {}
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#endif
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(NoInitT) {}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::VectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTextureMatrix(const Matrix3& matrix) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::VectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this);
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#endif
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CORRADE_ASSERT(_flags & Flag::TextureTransformation,
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"Shaders::VectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this);
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setUniform(_textureMatrixUniform, matrix);
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return *this;
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setBackgroundColor(const Color4& color) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::VectorGL::setBackgroundColor(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_backgroundColorUniform, color);
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return *this;
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setColor(const Color4& color) {
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#ifndef MAGNUM_TARGET_GLES2
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers),
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"Shaders::VectorGL::setColor(): the shader was created with uniform buffers enabled", *this);
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#endif
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setUniform(_colorUniform, color);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES2
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setDrawOffset(const UnsignedInt offset) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::VectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this);
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CORRADE_ASSERT(offset < _drawCount,
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"Shaders::VectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this);
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if(_drawCount > 1) setUniform(_drawOffsetUniform, offset);
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return *this;
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding);
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return *this;
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size);
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return *this;
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer) {
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this);
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buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding);
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|
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return *this;
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|
|
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
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|
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
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|
|
|
|
"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this);
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|
|
|
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size);
|
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return *this;
|
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|
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}
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer) {
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|
|
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
|
|
|
|
|
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this);
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
|
|
|
|
|
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this);
|
|
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|
|
buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
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|
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|
|
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
|
|
|
|
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
|
|
|
|
|
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this);
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
|
|
|
|
|
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this);
|
|
|
|
|
buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer) {
|
|
|
|
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
|
|
|
|
|
"Shaders::VectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this);
|
|
|
|
|
buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) {
|
|
|
|
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers,
|
|
|
|
|
"Shaders::VectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this);
|
|
|
|
|
buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindVectorTexture(GL::Texture2D& texture) {
|
|
|
|
|
texture.bind(TextureUnit);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template class MAGNUM_SHADERS_EXPORT VectorGL<2>;
|
|
|
|
|
template class MAGNUM_SHADERS_EXPORT VectorGL<3>;
|
|
|
|
|
|
|
|
|
|
namespace Implementation {
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const VectorGLFlag value) {
|
|
|
|
|
debug << "Shaders::VectorGL::Flag" << Debug::nospace;
|
|
|
|
|
|
|
|
|
|
switch(value) {
|
|
|
|
|
/* LCOV_EXCL_START */
|
|
|
|
|
#define _c(v) case VectorGLFlag::v: return debug << "::" #v;
|
|
|
|
|
_c(TextureTransformation)
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
_c(UniformBuffers)
|
|
|
|
|
_c(MultiDraw)
|
|
|
|
|
#endif
|
|
|
|
|
#undef _c
|
|
|
|
|
/* LCOV_EXCL_STOP */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const VectorGLFlags value) {
|
|
|
|
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::VectorGL::Flags{}", {
|
|
|
|
|
VectorGLFlag::TextureTransformation,
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
VectorGLFlag::MultiDraw, /* Superset of UniformBuffers */
|
|
|
|
|
VectorGLFlag::UniformBuffers
|
|
|
|
|
#endif
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}}
|