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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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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 "DistanceField.h"
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/Math/Range.h"
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#include "Magnum/AbstractShaderProgram.h"
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#include "Magnum/Buffer.h"
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#include "Magnum/Context.h"
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#include "Magnum/Extensions.h"
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#include "Magnum/Framebuffer.h"
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#include "Magnum/Mesh.h"
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#include "Magnum/Shader.h"
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#include "Magnum/Texture.h"
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namespace Magnum { namespace TextureTools {
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namespace {
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class DistanceFieldShader: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector2> Position;
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explicit DistanceFieldShader();
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DistanceFieldShader& setRadius(Int radius) {
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setUniform(radiusUniform, radius);
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return *this;
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}
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DistanceFieldShader& setScaling(const Vector2& scaling) {
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setUniform(scalingUniform, scaling);
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return *this;
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}
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DistanceFieldShader& setImageSizeInverted(const Vector2& size) {
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setUniform(imageSizeInvertedUniform, size);
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return *this;
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}
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DistanceFieldShader& setTexture(Texture2D& texture) {
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texture.bind(TextureLayer);
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return *this;
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}
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private:
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enum: Int { TextureLayer = 8 };
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Int radiusUniform,
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scalingUniform,
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imageSizeInvertedUniform;
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};
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DistanceFieldShader::DistanceFieldShader(): radiusUniform(0), scalingUniform(1) {
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Utility::Resource rs("MagnumTextureTools");
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#ifndef MAGNUM_TARGET_GLES
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const Version v = Context::current()->supportedVersion({Version::GL320, Version::GL300, Version::GL210});
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#else
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const Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200});
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#endif
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Shader vert(v, Shader::Type::Vertex);
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vert.addSource(rs.get("compatibility.glsl"))
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.addSource(rs.get("FullScreenTriangle.glsl"))
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.addSource(rs.get("DistanceFieldShader.vert"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile());
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attachShader(vert);
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Shader frag(v, Shader::Type::Fragment);
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frag.addSource(rs.get("compatibility.glsl"))
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.addSource(rs.get("DistanceFieldShader.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile());
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attachShader(frag);
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/* Older GLSL doesn't have gl_VertexID, vertices must be supplied explicitly */
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isVersionSupported(Version::GL300))
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#else
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if(!Context::current()->isVersionSupported(Version::GLES300))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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}
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>())
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#endif
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{
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radiusUniform = uniformLocation("radius");
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scalingUniform = uniformLocation("scaling");
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isVersionSupported(Version::GL300))
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#else
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if(!Context::current()->isVersionSupported(Version::GLES300))
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#endif
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{
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imageSizeInvertedUniform = uniformLocation("imageSizeInverted");
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}
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}
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>())
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#endif
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{
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setUniform(uniformLocation("textureData"), TextureLayer);
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}
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}
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}
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#ifndef MAGNUM_TARGET_GLES
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void distanceField(Texture2D& input, Texture2D& output, const Range2Di& rectangle, const Int radius, const Vector2i&)
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#else
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void distanceField(Texture2D& input, Texture2D& output, const Range2Di& rectangle, const Int radius, const Vector2i& imageSize)
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#endif
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{
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::framebuffer_object);
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#endif
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/** @todo Disable depth test, blending and then enable it back (if was previously) */
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#ifndef MAGNUM_TARGET_GLES
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Vector2i imageSize = input.imageSize(0);
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#endif
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Framebuffer framebuffer(rectangle);
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framebuffer.attachTexture(Framebuffer::ColorAttachment(0), output, 0);
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framebuffer.bind(FramebufferTarget::Draw);
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framebuffer.clear(FramebufferClear::Color);
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const Framebuffer::Status status = framebuffer.checkStatus(FramebufferTarget::Draw);
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if(status != Framebuffer::Status::Complete) {
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Error() << "TextureTools::distanceField(): cannot render to given output texture, unexpected framebuffer status"
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<< status;
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return;
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}
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DistanceFieldShader shader;
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shader.setRadius(radius)
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.setScaling(Vector2(imageSize)/Vector2(rectangle.size()))
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.setTexture(input);
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isVersionSupported(Version::GL300))
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#else
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if(!Context::current()->isVersionSupported(Version::GLES300))
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#endif
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{
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shader.setImageSizeInverted(1.0f/Vector2(imageSize));
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}
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Mesh mesh;
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mesh.setPrimitive(MeshPrimitive::Triangles)
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.setVertexCount(3);
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/* Older GLSL doesn't have gl_VertexID, vertices must be supplied explicitly */
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Buffer buffer;
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isVersionSupported(Version::GL300))
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#else
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if(!Context::current()->isVersionSupported(Version::GLES300))
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#endif
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{
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constexpr Vector2 triangle[] = {
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Vector2(-1.0, 1.0),
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Vector2(-1.0, -3.0),
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Vector2( 3.0, 1.0)
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};
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buffer.setData(triangle, BufferUsage::StaticDraw);
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mesh.addVertexBuffer(buffer, 0, DistanceFieldShader::Position());
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}
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/* Draw the mesh */
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mesh.draw(shader);
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}
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}}
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