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#ifndef Magnum_Shaders_DistanceFieldVector_h
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#define Magnum_Shaders_DistanceFieldVector_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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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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/** @file
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* @brief Class @ref Magnum::Shaders::DistanceFieldVector, typedef @ref Magnum::Shaders::DistanceFieldVector2D, @ref Magnum::Shaders::DistanceFieldVector3D
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*/
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/Shaders/AbstractVector.h"
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#include "Magnum/Shaders/visibility.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Distance field vector shader
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Renders vector graphics in a form of signed distance field. See
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@ref TextureTools::distanceField() for more information. Note that the final
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rendered outlook will greatly depend on radius of input distance field and
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value passed to @ref setSmoothness(). You need to provide @ref Position and
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@ref TextureCoordinates attributes in your triangle mesh and call at least
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@ref bindVectorTexture(). By default, the shader renders the distance field
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texture with a white color in an identity transformation, use
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@ref setTransformationProjectionMatrix(), @ref setColor() and others to
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configure the shader.
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@image html shaders-distancefieldvector.png width=256px
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@section Shaders-DistanceFieldVector-usage Example usage
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Common mesh setup:
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@snippet MagnumShaders.cpp DistanceFieldVector-usage1
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Common rendering setup:
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@snippet MagnumShaders.cpp DistanceFieldVector-usage2
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@see @ref shaders, @ref DistanceFieldVector2D, @ref DistanceFieldVector3D
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@todo Use fragment shader derivations to have proper smoothness in perspective/
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large zoom levels, make it optional as it might have negative performance
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impact
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> {
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public:
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explicit DistanceFieldVector();
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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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*/
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explicit DistanceFieldVector(NoCreateT) noexcept
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/** @todoc remove workaround when doxygen is sane */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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: AbstractVector<dimensions>{NoCreate}
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#endif
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{}
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/** @brief Copying is not allowed */
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DistanceFieldVector(const DistanceFieldVector<dimensions>&) = delete;
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/** @brief Move constructor */
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DistanceFieldVector(DistanceFieldVector<dimensions>&&) noexcept = default;
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/** @brief Copying is not allowed */
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DistanceFieldVector<dimensions>& operator=(const DistanceFieldVector<dimensions>&) = delete;
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/** @brief Move assignment */
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DistanceFieldVector<dimensions>& operator=(DistanceFieldVector<dimensions>&&) noexcept = default;
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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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* Initial value is an identity matrix.
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*/
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DistanceFieldVector& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix);
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/**
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* @brief Set fill color
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 0xffffffff_rgbaf @ce.
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* @see @ref setOutlineColor()
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*/
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DistanceFieldVector& setColor(const Color4& color);
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/**
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* @brief Set outline color
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 0x00000000_rgbaf @ce and the outline is not
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* drawn --- see @ref setOutlineRange() for more information.
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* @see @ref setOutlineRange(), @ref setColor()
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*/
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DistanceFieldVector& setOutlineColor(const Color4& color);
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/**
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* @brief Set outline range
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* @return Reference to self (for method chaining)
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*
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* The @p start parameter describes where fill ends and possible
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* outline starts. Initial value is @cpp 0.5f @ce, larger values will
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* make the vector art look thinner, smaller will make it look thicker.
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*
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* The @p end parameter describes where outline ends. If set to value
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* larger than @p start the outline is not drawn. Initial value is
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* @cpp 1.0f @ce.
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*
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* @see @ref setOutlineColor()
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*/
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DistanceFieldVector& setOutlineRange(Float start, Float end);
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/**
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* @brief Set smoothness radius
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* @return Reference to self (for method chaining)
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*
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* Larger values will make edges look less aliased (but blurry),
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* smaller values will make them look more crisp (but possibly
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* aliased). Initial value is @cpp 0.04f @ce.
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*/
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DistanceFieldVector& setSmoothness(Float value);
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#ifndef DOXYGEN_GENERATING_OUTPUT
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/* Overloads to remove WTF-factor from method chaining order */
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DistanceFieldVector<dimensions>& bindVectorTexture(GL::Texture2D& texture) {
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AbstractVector<dimensions>::bindVectorTexture(texture);
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return *this;
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}
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#ifdef MAGNUM_BUILD_DEPRECATED
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CORRADE_DEPRECATED("use bindVectorTexture() instead") DistanceFieldVector<dimensions>& setVectorTexture(GL::Texture2D& texture) {
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return bindVectorTexture(texture);
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}
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#endif
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#endif
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private:
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Int _transformationProjectionMatrixUniform{0},
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_colorUniform{1},
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_outlineColorUniform{2},
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_outlineRangeUniform{3},
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_smoothnessUniform{4};
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};
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/** @brief Two-dimensional distance field vector shader */
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typedef DistanceFieldVector<2> DistanceFieldVector2D;
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/** @brief Three-dimensional distance field vector shader */
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typedef DistanceFieldVector<3> DistanceFieldVector3D;
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}}
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#endif
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