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