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#ifndef Magnum_Shaders_DistanceFieldVectorShader_h
#define Magnum_Shaders_DistanceFieldVectorShader_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Shaders::DistanceFieldVectorShader, typedef Magnum::Shaders::DistanceFieldVectorShader2D, Magnum::Shaders::DistanceFieldVectorShader3D
*/
#include "Math/Matrix3.h"
#include "Math/Matrix4.h"
#include "AbstractVectorShader.h"
#include "magnumShadersVisibility.h"
namespace Magnum { namespace Shaders {
/**
@brief Distance field vector shader
Renders vector art in form of signed distance field. See TextureTools::distanceField()
for more information. Note that the final rendered outlook will greatly depend
on radius of input distance field and value passed to setSmoothness().
@see DistanceFieldVectorShader2D, DistanceFieldVectorShader3D
*/
template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVectorShader: public AbstractVectorShader<dimensions> {
public:
DistanceFieldVectorShader();
/** @brief Set transformation and projection matrix */
inline DistanceFieldVectorShader* setTransformationProjectionMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) {
AbstractShaderProgram::setUniform(transformationProjectionMatrixUniform, matrix);
return this;
}
/**
* @brief Set fill color
* @return Pointer to self (for method chaining)
*
* @see setOutlineColor()
*/
inline DistanceFieldVectorShader* setColor(const Color4<>& color) {
AbstractShaderProgram::setUniform(colorUniform, color);
return this;
}
/**
* @brief Set outline color
* @return Pointer to self (for method chaining)
*
* @see setOutlineRange(), setColor()
*/
inline DistanceFieldVectorShader* setOutlineColor(const Color4<>& color) {
AbstractShaderProgram::setUniform(outlineColorUniform, color);
return this;
}
/**
* @brief Set outline range
* @return Pointer to self (for method chaining)
*
* Parameter @p start describes where fill ends and possible outline
* starts. Initial value is `0.5f`, smaller values will make the vector
* art look thinner, larger will make it look thicker.
*
* Parameter @p end describes where outline ends. If set to value
* smaller than @p start the outline is not drawn. Initial value is
* `0.0f`.
*
* @see setOutlineColor()
*/
inline DistanceFieldVectorShader* setOutlineRange(Float start, Float end) {
AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end));
return this;
}
/**
* @brief Set smoothness radius
* @return Pointer to self (for method chaining)
*
* Larger values will make edges look less aliased (but blurry), smaller
* values will make them look more crisp (but possibly aliased). Initial
* value is `0.04f`.
*/
inline DistanceFieldVectorShader* setSmoothness(Float value) {
AbstractShaderProgram::setUniform(smoothnessUniform, value);
return this;
}
private:
Int transformationProjectionMatrixUniform,
colorUniform,
outlineColorUniform,
outlineRangeUniform,
smoothnessUniform;
};
/** @brief Two-dimensional distance field vector shader */
typedef DistanceFieldVectorShader<2> DistanceFieldVectorShader2D;
/** @brief Three-dimensional distance field vector shader */
typedef DistanceFieldVectorShader<3> DistanceFieldVectorShader3D;
}}
#endif