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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "VectorGL.h"
#include <Corrade/Containers/EnumSet.hpp>
#include <Corrade/Containers/Reference.h>
#include <Corrade/Utility/Resource.h>
#include "Magnum/GL/Context.h"
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/Shader.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/Matrix3.h"
#include "Magnum/Math/Matrix4.h"
#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
namespace Magnum { namespace Shaders {
template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(const Flags flags): _flags{flags} {
#ifdef MAGNUM_BUILD_STATIC
/* Import resources on static build, if not already */
if(!Utility::Resource::hasGroup("MagnumShadersGL"))
importShaderResources();
#endif
Utility::Resource rs("MagnumShadersGL");
const GL::Context& context = GL::Context::current();
#ifndef MAGNUM_TARGET_GLES
const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
#else
const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
#endif
GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "")
.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n")
.addSource(rs.get("generic.glsl"))
.addSource(rs.get("AbstractVector.vert"));
frag.addSource(rs.get("generic.glsl"))
.addSource(rs.get("Vector.frag"));
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
GL::AbstractShaderProgram::attachShaders({vert, frag});
/* ES3 has this done in the shader directly */
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
#ifndef MAGNUM_TARGET_GLES
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
#endif
{
GL::AbstractShaderProgram::bindAttributeLocation(AbstractVectorGL<dimensions>::Position::Location, "position");
GL::AbstractShaderProgram::bindAttributeLocation(AbstractVectorGL<dimensions>::TextureCoordinates::Location, "textureCoordinates");
}
#endif
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::AbstractShaderProgram::link());
#ifndef MAGNUM_TARGET_GLES
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
#endif
{
_transformationProjectionMatrixUniform = GL::AbstractShaderProgram::uniformLocation("transformationProjectionMatrix");
if(flags & Flag::TextureTransformation)
_textureMatrixUniform = GL::AbstractShaderProgram::uniformLocation("textureMatrix");
_backgroundColorUniform = GL::AbstractShaderProgram::uniformLocation("backgroundColor");
_colorUniform = GL::AbstractShaderProgram::uniformLocation("color");
}
#ifndef MAGNUM_TARGET_GLES
if(!context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
#endif
{
GL::AbstractShaderProgram::setUniform(GL::AbstractShaderProgram::uniformLocation("vectorTexture"), AbstractVectorGL<dimensions>::VectorTextureUnit);
}
/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
#ifdef MAGNUM_TARGET_GLES
setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{Math::IdentityInit});
if(flags & Flag::TextureTransformation)
setTextureMatrix(Matrix3{Math::IdentityInit});
setColor(Color4{1.0f}); /* Background color is zero by default */
#endif
}
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) {
GL::AbstractShaderProgram::setUniform(_transformationProjectionMatrixUniform, matrix);
return *this;
}
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTextureMatrix(const Matrix3& matrix) {
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
"Shaders::VectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this);
GL::AbstractShaderProgram::setUniform(_textureMatrixUniform, matrix);
return *this;
}
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setBackgroundColor(const Color4& color) {
GL::AbstractShaderProgram::setUniform(_backgroundColorUniform, color);
return *this;
}
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setColor(const Color4& color) {
GL::AbstractShaderProgram::setUniform(_colorUniform, color);
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)
#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
});
}
}
}}