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#ifndef Magnum_Shaders_VertexColorGL_h
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#define Magnum_Shaders_VertexColorGL_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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Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com>
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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::VertexColorGL
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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/glShaderWrapper.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 VertexColorGLFlag: UnsignedByte {
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#ifndef MAGNUM_TARGET_GLES2
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UniformBuffers = 1 << 0,
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MultiDraw = UniformBuffers|(1 << 1)
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#endif
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};
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typedef Containers::EnumSet<VertexColorGLFlag> VertexColorGLFlags;
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}
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/**
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@brief Vertex color OpenGL shader
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@m_since_latest
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Draws a vertex-colored mesh. You need to provide @ref Position and @ref Color3
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/ @ref Color4 attributes in your triangle mesh. By default, the shader renders
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the mesh in an identity transformation. Use
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@ref setTransformationProjectionMatrix() to configure the shader.
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@image html shaders-vertexcolor.png width=256px
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This shader is equivalent to @ref FlatGL with @ref FlatGL::Flag::VertexColor
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enabled; the 3D version of this shader is equivalent to @ref PhongGL with
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@ref PhongGL::Flag::VertexColor enabled. In both cases this implementation is
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much simpler and thus likely also faster.
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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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@section Shaders-VertexColorGL-example Example usage
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Common mesh setup. The shader accepts either three- or four-component color
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attribute, use either @ref Color3 or @ref Color4 to specify which one you use.
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@snippet MagnumShaders-gl.cpp VertexColorGL-usage1
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Common rendering setup:
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@snippet MagnumShaders-gl.cpp VertexColorGL-usage2
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@section Shaders-VertexColorGL-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. This is also the only buffer supplied, as there are no other draw
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parameters. A uniform buffer setup equivalent to the above would look like
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this:
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@snippet MagnumShaders-gl.cpp VectorGL-ubo
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For a multidraw workflow enable @ref Flag::MultiDraw and supply desired draw
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count in the @ref VertexColorGL(Flags, UnsignedInt) constructor. The usage is
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similar for all shaders, see @ref shaders-usage-multidraw for an 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 VertexColorGL2D, @ref VertexColorGL3D
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColorGL: public GL::AbstractShaderProgram {
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public:
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class Configuration;
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class CompileState;
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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 Three-component vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use
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* either this or the @ref Color4 attribute.
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*/
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typedef typename GenericGL<dimensions>::Color3 Color3;
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/**
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* @brief Four-component vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use
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* either this or the @ref Color3 attribute.
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*/
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typedef typename GenericGL<dimensions>::Color4 Color4;
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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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#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() instead of direct
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* 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 << 0,
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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(const Containers::Iterable<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 << 1)
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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::VertexColorGLFlag Flag;
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typedef Implementation::VertexColorGLFlags Flags;
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#endif
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/**
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* @brief Compile asynchronously
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* @m_since_latest
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*
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* Compared to @ref VertexColorGL(const Configuration&) can perform an
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* asynchronous compilation and linking. See @ref shaders-async for
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* more information.
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* @see @ref VertexColorGL(CompileState&&)
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*/
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#ifdef DOXYGEN_GENERATING_OUTPUT
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static CompileState compile(const Configuration& configuration = Configuration{});
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#else
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/* Configuration is forward-declared */
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static CompileState compile(const Configuration& configuration);
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static CompileState compile();
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#endif
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#ifdef MAGNUM_BUILD_DEPRECATED
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/**
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* @brief Compile asynchronously
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* @m_deprecated_since_latest Use @ref compile(const Configuration&)
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* instead.
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*/
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CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags);
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Compile for a multi-draw scenario asynchronously
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* @m_deprecated_since_latest Use @ref compile(const Configuration&)
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* instead.
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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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CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags, UnsignedInt drawCount);
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#endif
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#endif
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/**
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* @brief Constructor
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* @m_since_latest
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*/
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#ifdef DOXYGEN_GENERATING_OUTPUT
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explicit VertexColorGL(const Configuration& configuration = Configuration{});
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#else
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/* Configuration is forward-declared */
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explicit VertexColorGL(const Configuration& configuration);
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explicit VertexColorGL();
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#endif
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#ifdef MAGNUM_BUILD_DEPRECATED
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/**
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* @brief Constructor
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* @m_deprecated_since_latest Use @ref VertexColorGL(const Configuration&)
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* instead.
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*/
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explicit CORRADE_DEPRECATED("use VertexColorGL(const Configuration& instead") VertexColorGL(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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* @m_deprecated_since_latest Use @ref VertexColorGL(const Configuration&)
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* instead.
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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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explicit CORRADE_DEPRECATED("use VertexColorGL(const Configuration& instead") VertexColorGL(Flags flags, UnsignedInt drawCount);
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#endif
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#endif
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/**
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* @brief Finalize an asynchronous compilation
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* @m_since_latest
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*
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* Takes an asynchronous compilation state returned by @ref compile()
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* and forms a ready-to-use shader object. See @ref shaders-async for
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* more information.
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*/
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explicit VertexColorGL(CompileState&& state);
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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 VertexColorGL(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {}
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/** @brief Copying is not allowed */
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VertexColorGL(const VertexColorGL<dimensions>&) = delete;
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/** @brief Move constructor */
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VertexColorGL(VertexColorGL<dimensions>&&) noexcept = default;
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/** @brief Copying is not allowed */
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VertexColorGL<dimensions>& operator=(const VertexColorGL<dimensions>&) = delete;
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/** @brief Move assignment */
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VertexColorGL<dimensions>& operator=(VertexColorGL<dimensions>&&) noexcept = default;
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/** @brief Flags */
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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 Draw count
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* @m_since_latest
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*
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* Statically defined size of each of the
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* @ref TransformationProjectionUniform2D /
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* @ref TransformationProjectionUniform3D uniform buffers. Has use only
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* if @ref Flag::UniformBuffers is set.
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* @requires_gles30 Not defined on OpenGL ES 2.0 builds.
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* @requires_webgl20 Not defined on WebGL 1.0 builds.
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*/
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UnsignedInt drawCount() const { return _drawCount; }
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#endif
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/** @{
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* @name Uniform setters
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*
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* Used only if @ref Flag::UniformBuffers is not set.
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*/
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/**
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* @brief Set transformation and projection matrix
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* @return Reference to self (for method chaining)
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*
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* Default is an identity matrix.
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*
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill
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* @ref TransformationProjectionUniform2D::transformationProjectionMatrix /
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* @ref TransformationProjectionUniform3D::transformationProjectionMatrix
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* and call @ref bindTransformationProjectionBuffer() instead.
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*/
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VertexColorGL<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix);
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/**
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* @}
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*/
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#ifndef MAGNUM_TARGET_GLES2
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/** @{
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* @name Uniform buffer binding and related uniform setters
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*
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* Used if @ref Flag::UniformBuffers is set.
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*/
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/**
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* @brief Set a draw offset
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* @return Reference to self (for method chaining)
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* @m_since_latest
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*
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* Specifies which item in the @ref TransformationProjectionUniform2D /
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* @ref TransformationProjectionUniform3D buffers bound with
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* @ref bindTransformationProjectionBuffer() should be used for current
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* draw. Expects that @ref Flag::UniformBuffers is set and @p offset is
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* less than @ref drawCount(). Initial value is @cpp 0 @ce, if
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* @ref drawCount() is @cpp 1 @ce, the function is a no-op as the
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* shader assumes draw offset to be always zero.
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*
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* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this
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* value, which makes each draw submitted via
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* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&)
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* pick up its own per-draw parameters.
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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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VertexColorGL<dimensions>& setDrawOffset(UnsignedInt offset);
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/**
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* @brief Set a transformation and projection uniform buffer
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* @return Reference to self (for method chaining)
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* @m_since_latest
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*
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* Expects that @ref Flag::UniformBuffers is set. The buffer is
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* expected to contain @ref drawCount() instances of
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* @ref TransformationProjectionUniform2D /
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* @ref TransformationProjectionUniform3D.
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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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VertexColorGL<dimensions>& bindTransformationProjectionBuffer(GL::Buffer& buffer);
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/**
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* @overload
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* @m_since_latest
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*/
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VertexColorGL<dimensions>& bindTransformationProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
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/**
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* @}
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*/
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#endif
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MAGNUM_GL_ABSTRACTSHADERPROGRAM_SUBCLASS_DRAW_IMPLEMENTATION(VertexColorGL<dimensions>)
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private:
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/* Creates the GL shader program object but does nothing else.
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Internal, used by compile(). */
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explicit VertexColorGL(NoInitT);
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Flags _flags;
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#ifndef MAGNUM_TARGET_GLES2
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UnsignedInt _drawCount{};
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#endif
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Int _transformationProjectionMatrixUniform{0};
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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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|
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Int _drawOffsetUniform{0};
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#endif
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};
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/**
|
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|
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@brief Configuration
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|
|
@m_since_latest
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|
|
@see @ref VertexColorGL(const Configuration&),
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|
|
@ref compile(const Configuration&)
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|
|
*/
|
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|
|
template<UnsignedInt dimensions> class VertexColorGL<dimensions>::Configuration {
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|
|
public:
|
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|
|
explicit Configuration() = default;
|
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|
|
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|
|
|
/** @brief Flags */
|
|
|
|
|
Flags flags() const { return _flags; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set flags
|
|
|
|
|
*
|
|
|
|
|
* No flags are set by default.
|
|
|
|
|
*/
|
|
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|
|
Configuration& setFlags(Flags flags) {
|
|
|
|
|
_flags = flags;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/** @brief Draw count */
|
|
|
|
|
UnsignedInt drawCount() const { return _drawCount; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set draw count
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::UniformBuffers is set, describes size of a
|
|
|
|
|
* @ref TransformationProjectionUniform2D /
|
|
|
|
|
* @ref TransformationProjectionUniform3D buffer bound with
|
|
|
|
|
* @ref bindTransformationProjectionBuffer(); as uniform buffers are
|
|
|
|
|
* required to have a statically defined size. The draw offset is then
|
|
|
|
|
* set via @ref setDrawOffset(). Default value is @cpp 1 @ce.
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::UniformBuffers isn't set, this value is ignored.
|
|
|
|
|
* @see @ref setFlags()
|
|
|
|
|
* @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.
|
|
|
|
|
*/
|
|
|
|
|
Configuration& setDrawCount(UnsignedInt drawCount) {
|
|
|
|
|
_drawCount = drawCount;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
Flags _flags;
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
UnsignedInt _drawCount = 1;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Asynchronous compilation state
|
|
|
|
|
@m_since_latest
|
|
|
|
|
|
|
|
|
|
Returned by @ref compile(). See @ref shaders-async for more information.
|
|
|
|
|
*/
|
|
|
|
|
template<UnsignedInt dimensions> class VertexColorGL<dimensions>::CompileState: public VertexColorGL<dimensions> {
|
|
|
|
|
/* Everything deliberately private except for the inheritance */
|
|
|
|
|
friend class VertexColorGL;
|
|
|
|
|
|
|
|
|
|
explicit CompileState(NoCreateT): VertexColorGL{NoCreate}, _vert{NoCreate}, _frag{NoCreate} {}
|
|
|
|
|
|
|
|
|
|
explicit CompileState(VertexColorGL<dimensions>&& shader, GL::Shader&& vert, GL::Shader&& frag, GL::Version version): VertexColorGL<dimensions>{std::move(shader)}, _vert{std::move(vert)}, _frag{std::move(frag)}, _version{version} {}
|
|
|
|
|
|
|
|
|
|
Implementation::GLShaderWrapper _vert, _frag;
|
|
|
|
|
GL::Version _version;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 2D vertex color OpenGL shader
|
|
|
|
|
@m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
typedef VertexColorGL<2> VertexColorGL2D;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 3D vertex color OpenGL shader
|
|
|
|
|
@m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
typedef VertexColorGL<3> VertexColorGL3D;
|
|
|
|
|
|
|
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
/** @debugoperatorclassenum{VertexColorGL,VertexColorGL::Flag} */
|
|
|
|
|
template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, VertexColorGL<dimensions>::Flag value);
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{VertexColorGL,VertexColorGL::Flags} */
|
|
|
|
|
template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, VertexColorGL<dimensions>::Flags value);
|
|
|
|
|
#else
|
|
|
|
|
namespace Implementation {
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, VertexColorGLFlag value);
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, VertexColorGLFlags value);
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(VertexColorGLFlags)
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|