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1039 lines
44 KiB
1039 lines
44 KiB
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5 years ago
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#ifndef Magnum_Shaders_MeshVisualizerGL_h
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#define Magnum_Shaders_MeshVisualizerGL_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 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::MeshVisualizerGL2D, @ref Magnum::Shaders::MeshVisualizerGL3D
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* @m_since_latest
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*/
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#include <Corrade/Utility/Utility.h>
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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/visibility.h"
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namespace Magnum { namespace Shaders {
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namespace Implementation {
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class MAGNUM_SHADERS_EXPORT MeshVisualizerGLBase: public GL::AbstractShaderProgram {
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protected:
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enum class FlagBase: UnsignedShort {
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/* Unlike the public Wireframe flag, this one doesn't include
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NoGeometryShader on ES2 as that would make the checks too
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complex */
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Wireframe = 1 << 0,
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NoGeometryShader = 1 << 1,
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#ifndef MAGNUM_TARGET_GLES2
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InstancedObjectId = 1 << 2,
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VertexId = 1 << 3,
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PrimitiveId = 1 << 4,
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId
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#endif
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};
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typedef Containers::EnumSet<FlagBase> FlagsBase;
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CORRADE_ENUMSET_FRIEND_OPERATORS(FlagsBase)
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explicit MeshVisualizerGLBase(FlagsBase flags);
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explicit MeshVisualizerGLBase(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
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MAGNUM_SHADERS_LOCAL GL::Version setupShaders(GL::Shader& vert, GL::Shader& frag, const Utility::Resource& rs) const;
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MeshVisualizerGLBase& setColor(const Color4& color);
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MeshVisualizerGLBase& setWireframeColor(const Color4& color);
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MeshVisualizerGLBase& setWireframeWidth(Float width);
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#ifndef MAGNUM_TARGET_GLES2
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MeshVisualizerGLBase& setColorMapTransformation(Float offset, Float scale);
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MeshVisualizerGLBase& bindColorMapTexture(GL::Texture2D& texture);
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#endif
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/* Prevent accidentally calling irrelevant functions */
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#ifndef MAGNUM_TARGET_GLES
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using GL::AbstractShaderProgram::drawTransformFeedback;
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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using GL::AbstractShaderProgram::dispatchCompute;
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#endif
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FlagsBase _flags;
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Int _colorUniform{1},
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_wireframeColorUniform{2},
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_wireframeWidthUniform{3},
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_smoothnessUniform{4},
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_viewportSizeUniform{5};
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#ifndef MAGNUM_TARGET_GLES2
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Int _colorMapOffsetScaleUniform{6};
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#endif
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};
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}
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/**
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@brief 2D mesh visualization OpenGL shader
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@m_since_latest
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Visualizes wireframe, per-vertex/per-instance object ID or primitive ID of 2D
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meshes. You need to provide the @ref Position attribute in your triangle mesh.
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Use @ref setTransformationProjectionMatrix(), @ref setColor() and others to
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configure the shader.
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@m_class{m-row}
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@parblock
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-nopadt m-nopadx}
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@image html shaders-meshvisualizer2d.png width=256px
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@m_enddiv
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-nopadt m-nopadx}
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@image html shaders-meshvisualizer2d-primitiveid.png width=256px
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@m_enddiv
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@endparblock
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The shader expects that you enable wireframe visualization by passing an
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appropriate @ref Flag to the constructor --- there's no default behavior with
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nothing enabled. The shader is a 2D variant of @ref MeshVisualizerGL3D with
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mostly identical workflow. See its documentation for more information.
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*/
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class MAGNUM_SHADERS_EXPORT MeshVisualizerGL2D: public Implementation::MeshVisualizerGLBase {
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public:
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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".
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*/
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typedef typename GenericGL2D::Position Position;
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/**
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* @brief Vertex index
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*
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* See @ref MeshVisualizerGL3D::VertexIndex for more information.
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*/
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typedef GL::Attribute<4, Float> VertexIndex;
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief (Instanced) object ID
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* @m_since{2020,06}
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::UnsignedInt.
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* Used only if @ref Flag::InstancedObjectId is set.
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
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* @requires_gles30 Object ID output requires integer support in
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* shaders, which is not available in OpenGL ES 2.0 or WebGL 1.0.
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*/
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typedef GenericGL3D::ObjectId ObjectId;
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#endif
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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 = GenericGL2D::ColorOutput
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};
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/**
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* @brief Flag
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*
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* @see @ref Flags, @ref MeshVisualizerGL2D()
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*/
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enum class Flag: UnsignedShort {
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/**
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* Visualize wireframe. On OpenGL ES 2.0 and WebGL this also
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* enables @ref Flag::NoGeometryShader.
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*/
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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Wireframe = 1 << 0,
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#else
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Wireframe = (1 << 0) | (1 << 1),
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#endif
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/**
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* Don't use a geometry shader for wireframe visualization. If
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* enabled, you might need to provide also the @ref VertexIndex
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* attribute in the mesh. On OpenGL ES 2.0 and WebGL enabled
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* alongside @ref Flag::Wireframe.
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*/
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NoGeometryShader = 1 << 1,
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#ifndef MAGNUM_TARGET_GLES2
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/** @copydoc MeshVisualizerGL3D::Flag::InstancedObjectId */
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InstancedObjectId = 1 << 2,
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/** @copydoc MeshVisualizerGL3D::Flag::VertexId */
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VertexId = 1 << 3,
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#ifndef MAGNUM_TARGET_WEBGL
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/** @copydoc MeshVisualizerGL3D::Flag::PrimitiveId */
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PrimitiveId = 1 << 4,
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#endif
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/** @copydoc MeshVisualizerGL3D::Flag::PrimitiveIdFromVertexId */
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#ifndef MAGNUM_TARGET_WEBGL
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId
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#else
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PrimitiveIdFromVertexId = (1 << 5)|(1 << 4)
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#endif
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#endif
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};
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/** @brief Flags */
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typedef Containers::EnumSet<Flag> Flags;
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/**
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* @brief Constructor
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* @param flags Flags
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*
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* At least @ref Flag::Wireframe is expected to be enabled.
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*/
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explicit MeshVisualizerGL2D(Flags flags);
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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 MeshVisualizerGL2D(NoCreateT) noexcept: Implementation::MeshVisualizerGLBase{NoCreate} {}
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/** @brief Copying is not allowed */
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MeshVisualizerGL2D(const MeshVisualizerGL2D&) = delete;
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/** @brief Move constructor */
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MeshVisualizerGL2D(MeshVisualizerGL2D&&) noexcept = default;
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/** @brief Copying is not allowed */
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MeshVisualizerGL2D& operator=(const MeshVisualizerGL2D&) = delete;
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/** @brief Move assignment */
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MeshVisualizerGL2D& operator=(MeshVisualizerGL2D&&) noexcept = default;
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/** @brief Flags */
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Flags flags() const {
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return Flag(UnsignedShort(Implementation::MeshVisualizerGLBase::_flags));
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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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* Initial value is an identity matrix.
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*/
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MeshVisualizerGL2D& setTransformationProjectionMatrix(const Matrix3& matrix);
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/**
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* @brief Set viewport size
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* @return Reference to self (for method chaining)
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*
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* Has effect only if @ref Flag::Wireframe is enabled and geometry
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* shaders are used, otherwise it does nothing. Initial value is a zero
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* vector.
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*/
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MeshVisualizerGL2D& setViewportSize(const Vector2& size);
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/**
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* @brief Set base object 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. Expects that either
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* @ref Flag::Wireframe or @ref Flag::InstancedObjectId /
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* @ref Flag::PrimitiveId is enabled. In case of the latter, the color
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* is multiplied with the color map coming from
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* @ref bindColorMapTexture().
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*/
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MeshVisualizerGL2D& setColor(const Color4& color) {
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setColor(color));
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}
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/**
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* @brief Set wireframe color
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 0x000000ff_rgbaf @ce. Expects that
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* @ref Flag::Wireframe is enabled.
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*/
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MeshVisualizerGL2D& setWireframeColor(const Color4& color) {
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setWireframeColor(color));
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}
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/**
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* @brief Set wireframe width
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* @return Reference to self (for method chaining)
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*
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* Value is in screen space (depending on @ref setViewportSize()),
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* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is
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* enabled.
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*/
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MeshVisualizerGL2D& setWireframeWidth(Float width) {
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setWireframeWidth(width));
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}
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#ifndef MAGNUM_TARGET_GLES2
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/** @copydoc MeshVisualizerGL3D::setColorMapTransformation() */
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MeshVisualizerGL2D& setColorMapTransformation(Float offset, Float scale) {
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setColorMapTransformation(offset, scale));
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}
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/** @copydoc MeshVisualizerGL3D::bindColorMapTexture() */
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MeshVisualizerGL2D& bindColorMapTexture(GL::Texture2D& texture) {
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindColorMapTexture(texture));
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}
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#endif
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/**
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* @brief Set line smoothness
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* @return Reference to self (for method chaining)
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*
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* Value is in screen space (depending on @ref setViewportSize()),
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* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe is
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* enabled.
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*/
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MeshVisualizerGL2D& setSmoothness(Float smoothness);
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private:
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Int _transformationProjectionMatrixUniform{0};
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};
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||
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||
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/**
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||
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@brief 3D mesh visualization OpenGL shader
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||
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@m_since_latest
|
||
|
|
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||
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Visualizes wireframe, per-vertex/per-instance object ID, primitive ID or
|
||
|
|
tangent space of 3D meshes. You need to provide the @ref Position attribute in
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||
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your triangle mesh at the very least. Use @ref setTransformationProjectionMatrix(),
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||
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@ref setColor() and others to configure the shader.
|
||
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||
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@m_class{m-row}
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||
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||
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@parblock
|
||
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|
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||
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-text-center m-nopadt m-nopadx}
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||
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@image html shaders-meshvisualizer3d.png width=256px
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||
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@ref Shaders-MeshVisualizerGL3D-wireframe, \n
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||
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@ref Shaders-MeshVisualizerGL3D-tbn
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||
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@m_enddiv
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||
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||
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-text-center m-nopadt m-nopadx}
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||
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@image html shaders-meshvisualizer3d-primitiveid.png width=256px
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||
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@ref Shaders-MeshVisualizerGL3D-object-id
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@m_enddiv
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||
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||
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@endparblock
|
||
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||
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The shader expects that you enable wireframe visualization, tangent space
|
||
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visualization or object/primitive ID visualization by passing an appropriate
|
||
|
|
@ref Flag to the constructor --- there's no default behavior with nothing
|
||
|
|
enabled.
|
||
|
|
|
||
|
|
@section Shaders-MeshVisualizerGL3D-wireframe Wireframe visualization
|
||
|
|
|
||
|
|
Wireframe visualization is done by enabling @ref Flag::Wireframe. It is done
|
||
|
|
either using geometry shaders or with help of additional vertex information. If
|
||
|
|
you have geometry shaders available, you don't need to do anything else except
|
||
|
|
calling @ref setViewportSize() to correctly size the wireframe --- without
|
||
|
|
this, the mesh will be rendered in a single color.
|
||
|
|
|
||
|
|
@requires_gl32 Extension @gl_extension{ARB,geometry_shader4} for wireframe
|
||
|
|
rendering using geometry shaders.
|
||
|
|
@requires_es_extension Extension @gl_extension{EXT,geometry_shader} for
|
||
|
|
wireframe rendering using geometry shaders.
|
||
|
|
|
||
|
|
If you don't have geometry shaders, you need to enable @ref Flag::NoGeometryShader
|
||
|
|
(done by default in OpenGL ES 2.0) and use only **non-indexed** triangle meshes
|
||
|
|
(see @ref MeshTools::duplicate() for a possible solution). Additionaly, if you
|
||
|
|
have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also the
|
||
|
|
@ref VertexIndex attribute.
|
||
|
|
|
||
|
|
@requires_gles30 Extension @gl_extension{OES,standard_derivatives} for
|
||
|
|
wireframe rendering without geometry shaders.
|
||
|
|
|
||
|
|
If using geometry shaders on OpenGL ES, @gl_extension{NV,shader_noperspective_interpolation}
|
||
|
|
is optionally used for improving line appearance. On desktop OpenGL this is
|
||
|
|
done implicitly.
|
||
|
|
|
||
|
|
If you want to render just the wireframe on top of an existing mesh, call
|
||
|
|
@ref setColor() with @cpp 0x00000000_rgbaf @ce. Alpha / transparency is
|
||
|
|
supported by the shader implicitly, but to have it working on the framebuffer,
|
||
|
|
you need to enable @ref GL::Renderer::Feature::Blending and set up the blending
|
||
|
|
function. See @ref GL::Renderer::setBlendFunction() for details.
|
||
|
|
|
||
|
|
@subsection Shaders-MeshVisualizerGL3D-wireframe-geom Example setup with a geometry shader (desktop GL, OpenGL ES 3.2)
|
||
|
|
|
||
|
|
Common mesh setup:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-geom1
|
||
|
|
|
||
|
|
Common rendering setup:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-geom2
|
||
|
|
|
||
|
|
@subsection Shaders-MeshVisualizerGL3D-wireframe-no-geom Example setup for indexed meshes without a geometry shader
|
||
|
|
|
||
|
|
The vertices have to be converted to a non-indexed array first. Mesh setup:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-no-geom1
|
||
|
|
|
||
|
|
Rendering setup:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-no-geom2
|
||
|
|
|
||
|
|
@subsection Shaders-MeshVisualizerGL3D-usage-wireframe-no-geom-old Wireframe visualization of non-indexed meshes without a geometry shader on older hardware
|
||
|
|
|
||
|
|
You need to provide also the @ref VertexIndex attribute. Mesh setup *in
|
||
|
|
addition to the above*:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-no-geom-old
|
||
|
|
|
||
|
|
Rendering setup the same as above.
|
||
|
|
|
||
|
|
@section Shaders-MeshVisualizerGL3D-tbn Tangent space visualization
|
||
|
|
|
||
|
|
On platforms with geometry shaders (desktop GL, OpenGL ES 3.2), the shader is
|
||
|
|
able to visualize tangents, bitangent and normal direction via colored lines
|
||
|
|
coming out of vertices (red, green and blue for tangent, bitangent and normal, respectively). This can be enabled together with wireframe visualization,
|
||
|
|
however note that when both are enabled, the lines are not antialiased to avoid
|
||
|
|
depth ordering artifacts.
|
||
|
|
|
||
|
|
For tangents and normals, you need to provide the @ref Tangent and @ref Normal
|
||
|
|
attributes and enable @ref Flag::TangentDirection and
|
||
|
|
@ref Flag::NormalDirection, respectively. If any of the attributes isn't
|
||
|
|
present, its data are implicitly zero and thus the direction isn't shown ---
|
||
|
|
which means you don't need to worry about having two active variants of the
|
||
|
|
shader and switching between either depending on whether tangents are present
|
||
|
|
or not.
|
||
|
|
|
||
|
|
For bitangents however, there are two possible representations --- the more
|
||
|
|
efficient one is via a fourth component in the tangent attribute that
|
||
|
|
indicates tangent space handedness, in which case you'll be using the
|
||
|
|
@ref Tangent4 attribute instead of @ref Tangent, and enable
|
||
|
|
@ref Flag::BitangentFromTangentDirection. The other, more obvious but less
|
||
|
|
efficient representation, is a dedicated @ref Bitangent attribute (in which
|
||
|
|
case you'll enable @ref Flag::BitangentDirection). Note that these two are
|
||
|
|
mutually exclusive, so you need to choose either of them based on what given
|
||
|
|
mesh contains. Example for the first case:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-tbn1
|
||
|
|
|
||
|
|
Rendering setup:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-tbn2
|
||
|
|
|
||
|
|
@section Shaders-MeshVisualizerGL3D-object-id Object, vertex and primitive ID visualization
|
||
|
|
|
||
|
|
If the mesh contains a per-vertex (or instanced) @ref ObjectId, it can be
|
||
|
|
visualized by enabling @ref Flag::InstancedObjectId. For the actual
|
||
|
|
visualization you need to provide a color map using @ref bindColorMapTexture()
|
||
|
|
and use @ref setColorMapTransformation() to map given range of discrete IDs to
|
||
|
|
the @f$ [0, 1] @f$ texture range. Various colormap presets are in the
|
||
|
|
@ref DebugTools::ColorMap namespace. Example usage:
|
||
|
|
|
||
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-object-id
|
||
|
|
|
||
|
|
If you enable @ref Flag::VertexId, the shader will use the color map to
|
||
|
|
visualize how are vertices shared among primitives. That's useful for
|
||
|
|
inspecting mesh connectivity --- primitives sharing vertices will have a smooth
|
||
|
|
color map transition while duplicated vertices will cause a sharp edge. This
|
||
|
|
relies on the @glsl gl_VertexID @ce GLSL builtin.
|
||
|
|
|
||
|
|
The @ref Flag::PrimitiveId then visualizes the order in which primitives are
|
||
|
|
drawn. That's useful for example to see to see how well is the mesh optimized
|
||
|
|
for a post-transform vertex cache. This by default relies on the @glsl gl_PrimitiveID @ce GLSL builtin; with @ref Flag::PrimitiveIdFromVertexId it's
|
||
|
|
emulated using @glsl gl_VertexID @ce, expecting you to draw a non-indexed
|
||
|
|
triangle mesh. You can use @ref MeshTools::duplicate() (and potentially
|
||
|
|
@ref MeshTools::generateIndices()) to conveniently convert the mesh to a
|
||
|
|
non-indexed @ref MeshPrimitive::Triangles.
|
||
|
|
|
||
|
|
@requires_gl32 The `gl_PrimitiveID` shader variable is not available on OpenGL
|
||
|
|
3.1 and lower.
|
||
|
|
@requires_gl30 The `gl_VertexID` shader variable is not available on OpenGL
|
||
|
|
2.1.
|
||
|
|
@requires_gles32 The `gl_PrimitiveID` shader variable is not available on
|
||
|
|
OpenGL ES 3.1 and lower.
|
||
|
|
@requires_gles30 The `gl_VertexID` shader variable is not available on OpenGL
|
||
|
|
ES 2.0.
|
||
|
|
@requires_gles `gl_PrimitiveID` is not available in WebGL.
|
||
|
|
@requires_webgl20 `gl_VertexID` is not available in WebGL 1.0.
|
||
|
|
|
||
|
|
@see @ref shaders, @ref MeshVisualizerGL2D
|
||
|
|
@todo Understand and add support wireframe width/smoothness without GS
|
||
|
|
*/
|
||
|
|
class MAGNUM_SHADERS_EXPORT MeshVisualizerGL3D: public Implementation::MeshVisualizerGLBase {
|
||
|
|
public:
|
||
|
|
/**
|
||
|
|
* @brief Vertex position
|
||
|
|
*
|
||
|
|
* @ref shaders-generic "Generic attribute",
|
||
|
|
* @ref Magnum::Vector3 "Vector3".
|
||
|
|
*/
|
||
|
|
typedef typename GenericGL3D::Position Position;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Tangent direction
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* @ref shaders-generic "Generic attribute",
|
||
|
|
* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4
|
||
|
|
* attribute. Used only if @ref Flag::TangentDirection is enabled.
|
||
|
|
*/
|
||
|
|
typedef typename GenericGL3D::Tangent Tangent;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Tangent direction with a bitangent sign
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* @ref shaders-generic "Generic attribute",
|
||
|
|
* @ref Magnum::Vector4 "Vector4". Use either this or the @ref Tangent
|
||
|
|
* attribute. Used only if @ref Flag::TangentDirection or
|
||
|
|
* @ref Flag::BitangentFromTangentDirection is enabled.
|
||
|
|
*/
|
||
|
|
typedef typename GenericGL3D::Tangent4 Tangent4;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Bitangent direction
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* @ref shaders-generic "Generic attribute",
|
||
|
|
* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4
|
||
|
|
* attribute. Used only if @ref Flag::BitangentDirection is enabled.
|
||
|
|
*/
|
||
|
|
typedef typename GenericGL3D::Bitangent Bitangent;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Normal direction
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* @ref shaders-generic "Generic attribute",
|
||
|
|
* @ref Magnum::Vector3 "Vector3". Used only if
|
||
|
|
* @ref Flag::NormalDirection is enabled.
|
||
|
|
*/
|
||
|
|
typedef typename GenericGL3D::Normal Normal;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Vertex index
|
||
|
|
*
|
||
|
|
* @ref Magnum::Float "Float", used only in OpenGL < 3.1 and OpenGL ES
|
||
|
|
* 2.0 if @ref Flag::Wireframe is enabled. This attribute (modulo 3)
|
||
|
|
* specifies index of given vertex in triangle, i.e. @cpp 0.0f @ce for
|
||
|
|
* first, @cpp 1.0f @ce for second, @cpp 2.0f @ce for third. In OpenGL
|
||
|
|
* 3.1, OpenGL ES 3.0 and newer this value is provided via the
|
||
|
|
* @cb{.glsl} gl_VertexID @ce shader builtin, so the attribute is not
|
||
|
|
* needed.
|
||
|
|
*
|
||
|
|
* @note This attribute uses the same slot as @ref GenericGL::ObjectId,
|
||
|
|
* but since Object ID is available only on ES3+ and vertex index
|
||
|
|
* is used only on ES2 contexts without @glsl gl_VertexID @ce,
|
||
|
|
* there should be no conflict between these two.
|
||
|
|
*/
|
||
|
|
typedef GL::Attribute<4, Float> VertexIndex;
|
||
|
|
|
||
|
|
#ifndef MAGNUM_TARGET_GLES2
|
||
|
|
/**
|
||
|
|
* @brief (Instanced) object ID
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::UnsignedInt.
|
||
|
|
* Used only if @ref Flag::InstancedObjectId is set.
|
||
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
||
|
|
* @requires_gles30 Object ID output requires integer support in
|
||
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL 1.0.
|
||
|
|
*/
|
||
|
|
typedef GenericGL3D::ObjectId ObjectId;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
enum: UnsignedInt {
|
||
|
|
/**
|
||
|
|
* Color shader output. @ref shaders-generic "Generic output",
|
||
|
|
* present always. Expects three- or four-component floating-point
|
||
|
|
* or normalized buffer attachment.
|
||
|
|
*/
|
||
|
|
ColorOutput = GenericGL3D::ColorOutput
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Flag
|
||
|
|
*
|
||
|
|
* @see @ref Flags, @ref MeshVisualizer()
|
||
|
|
*/
|
||
|
|
enum class Flag: UnsignedShort {
|
||
|
|
/**
|
||
|
|
* Visualize wireframe. On OpenGL ES 2.0 and WebGL this also
|
||
|
|
* enables @ref Flag::NoGeometryShader.
|
||
|
|
*/
|
||
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
||
|
|
Wireframe = 1 << 0,
|
||
|
|
#else
|
||
|
|
Wireframe = (1 << 0) | (1 << 1),
|
||
|
|
#endif
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Don't use a geometry shader for wireframe visualization. If
|
||
|
|
* enabled, you might need to provide also the @ref VertexIndex
|
||
|
|
* attribute in the mesh. On OpenGL ES 2.0 and WebGL enabled
|
||
|
|
* alongside @ref Flag::Wireframe.
|
||
|
|
*
|
||
|
|
* Mutually exclusive with @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentFromTangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection and @ref Flag::NormalDirection ---
|
||
|
|
* those need a geometry shader always.
|
||
|
|
*/
|
||
|
|
NoGeometryShader = 1 << 1,
|
||
|
|
|
||
|
|
#ifndef MAGNUM_TARGET_GLES2
|
||
|
|
/**
|
||
|
|
* Visualize instanced object ID. You need to provide the
|
||
|
|
* @ref ObjectId attribute in the mesh. Mutually exclusive with
|
||
|
|
* @ref Flag::VertexId and @ref Flag::PrimitiveId.
|
||
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
||
|
|
* @requires_gles30 Object ID output requires integer support in
|
||
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL
|
||
|
|
* 1.0.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
InstancedObjectId = 1 << 2,
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Visualize vertex ID (@cpp gl_VertexID @ce). Useful for
|
||
|
|
* visualizing mesh connectivity --- primitives sharing vertices
|
||
|
|
* will have a smooth color map transition while duplicated
|
||
|
|
* vertices will cause a sharp edge. Mutually exclusive with
|
||
|
|
* @ref Flag::InstancedObjectId and @ref Flag::PrimitiveId.
|
||
|
|
* @requires_gl30 The `gl_VertexID` shader variable is not
|
||
|
|
* available on OpenGL 2.1.
|
||
|
|
* @requires_gles30 The `gl_VertexID` shader variable is not
|
||
|
|
* available on OpenGL ES 2.0.
|
||
|
|
* @requires_webgl20 `gl_VertexID` is not available in WebGL 1.0.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
VertexId = 1 << 3,
|
||
|
|
|
||
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
||
|
|
/**
|
||
|
|
* Visualize primitive ID (@cpp gl_PrimitiveID @ce). Useful for
|
||
|
|
* visualizing how well is the mesh optimized for a post-transform
|
||
|
|
* vertex cache. Mutually exclusive with
|
||
|
|
* @ref Flag::InstancedObjectId and @ref Flag::VertexId. See also
|
||
|
|
* @ref Flag::PrimitiveIdFromVertexId.
|
||
|
|
* @requires_gl32 The `gl_PrimitiveID` shader variable is not
|
||
|
|
* available on OpenGL 3.1 and lower.
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 The `gl_PrimitiveID` shader variable is not
|
||
|
|
* available on OpenGL ES 3.1 and lower.
|
||
|
|
* @requires_gles `gl_PrimitiveID` is not available in WebGL.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
PrimitiveId = 1 << 4,
|
||
|
|
#endif
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Visualize primitive ID on a non-indexed triangle mesh using
|
||
|
|
* @cpp gl_VertexID/3 @ce. Implicitly enables
|
||
|
|
* @ref Flag::PrimitiveId, mutually exclusive with
|
||
|
|
* @ref Flag::InstancedObjectId. Usable on OpenGL < 3.2,
|
||
|
|
* OpenGL ES < 3.2 and WebGL where @cpp gl_PrimitiveID @ce is not
|
||
|
|
* available.
|
||
|
|
* @requires_gl30 The `gl_VertexID` shader variable is not
|
||
|
|
* available on OpenGL 2.1.
|
||
|
|
* @requires_gles30 The `gl_VertexID` shader variable is not
|
||
|
|
* available on OpenGL ES 2.0.
|
||
|
|
* @requires_webgl20 `gl_VertexID` is not available in WebGL 1.0.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
||
|
|
PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId,
|
||
|
|
#else
|
||
|
|
PrimitiveIdFromVertexId = (1 << 5)|(1 << 4),
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
||
|
|
/**
|
||
|
|
* Visualize tangent direction with red lines pointing out of
|
||
|
|
* vertices. You need to provide the @ref Tangent or @ref Tangent4
|
||
|
|
* attribute in the mesh. Mutually exclusive with
|
||
|
|
* @ref Flag::NoGeometryShader (as this needs a geometry shader
|
||
|
|
* always).
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
TangentDirection = 1 << 6,
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Visualize bitangent direction with green lines pointing out of
|
||
|
|
* vertices. You need to provide both @ref Normal and @ref Tangent4
|
||
|
|
* attributes in the mesh, alternatively you can provide the
|
||
|
|
* @ref Bitangent attribute and enable
|
||
|
|
* @ref Flag::BitangentDirection instead. Mutually exclusive with
|
||
|
|
* @ref Flag::NoGeometryShader (as this needs a geometry shader
|
||
|
|
* always).
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
BitangentFromTangentDirection = 1 << 7,
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Visualize bitangent direction with green lines pointing out of
|
||
|
|
* vertices. You need to provide the @ref Bitangent attribute in
|
||
|
|
* the mesh, alternatively you can provide both @ref Normal and
|
||
|
|
* @ref Tangent4 attributes and enable
|
||
|
|
* @ref Flag::BitangentFromTangentDirection instead. Mutually
|
||
|
|
* exclusive with @ref Flag::NoGeometryShader (as this needs a
|
||
|
|
* geometry shader always).
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
BitangentDirection = 1 << 8,
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Visualize normal direction with blue lines pointing out of
|
||
|
|
* vertices. You need to provide the @ref Normal attribute in the
|
||
|
|
* mesh. Mutually exclusive with @ref Flag::NoGeometryShader (as
|
||
|
|
* this needs a geometry shader always).
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*/
|
||
|
|
NormalDirection = 1 << 9
|
||
|
|
#endif
|
||
|
|
};
|
||
|
|
|
||
|
|
/** @brief Flags */
|
||
|
|
typedef Containers::EnumSet<Flag> Flags;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Constructor
|
||
|
|
* @param flags Flags
|
||
|
|
*
|
||
|
|
* At least @ref Flag::Wireframe or one of @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentFromTangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection, @ref Flag::NormalDirection is
|
||
|
|
* expected to be enabled.
|
||
|
|
*/
|
||
|
|
explicit MeshVisualizerGL3D(Flags flags);
|
||
|
|
|
||
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
||
|
|
/**
|
||
|
|
* @brief Constructor
|
||
|
|
* @m_deprecated_since{2020,06} Use @ref MeshVisualizerGL3D(Flags)
|
||
|
|
* instead.
|
||
|
|
*/
|
||
|
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL3D(Flags) instead") MeshVisualizerGL3D(): MeshVisualizerGL3D{{}} {}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Construct without creating the underlying OpenGL object
|
||
|
|
*
|
||
|
|
* The constructed instance is equivalent to a moved-from state. Useful
|
||
|
|
* in cases where you will overwrite the instance later anyway. Move
|
||
|
|
* another object over it to make it useful.
|
||
|
|
*
|
||
|
|
* This function can be safely used for constructing (and later
|
||
|
|
* destructing) objects even without any OpenGL context being active.
|
||
|
|
* However note that this is a low-level and a potentially dangerous
|
||
|
|
* API, see the documentation of @ref NoCreate for alternatives.
|
||
|
|
*/
|
||
|
|
explicit MeshVisualizerGL3D(NoCreateT) noexcept: Implementation::MeshVisualizerGLBase{NoCreate} {}
|
||
|
|
|
||
|
|
/** @brief Copying is not allowed */
|
||
|
|
MeshVisualizerGL3D(const MeshVisualizerGL3D&) = delete;
|
||
|
|
|
||
|
|
/** @brief Move constructor */
|
||
|
|
MeshVisualizerGL3D(MeshVisualizerGL3D&&) noexcept = default;
|
||
|
|
|
||
|
|
/** @brief Copying is not allowed */
|
||
|
|
MeshVisualizerGL3D& operator=(const MeshVisualizerGL3D&) = delete;
|
||
|
|
|
||
|
|
/** @brief Move assignment */
|
||
|
|
MeshVisualizerGL3D& operator=(MeshVisualizerGL3D&&) noexcept = default;
|
||
|
|
|
||
|
|
/** @brief Flags */
|
||
|
|
Flags flags() const {
|
||
|
|
return Flag(UnsignedShort(Implementation::MeshVisualizerGLBase::_flags));
|
||
|
|
}
|
||
|
|
|
||
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
||
|
|
/**
|
||
|
|
* @brief Set transformation and projection matrix
|
||
|
|
* @m_deprecated_since{2020,06} Use @ref setTransformationMatrix() and
|
||
|
|
* @ref setProjectionMatrix() instead.
|
||
|
|
*/
|
||
|
|
CORRADE_DEPRECATED("use setTransformationMatrix() and setProjectionMatrix() instead") MeshVisualizerGL3D& setTransformationProjectionMatrix(const Matrix4& matrix) {
|
||
|
|
/* Keep projection at identity, which should still work for
|
||
|
|
wireframe (but of course not for TBN visualization) */
|
||
|
|
return setTransformationMatrix(matrix);
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set transformation matrix
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Initial value is an identity matrix.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setTransformationMatrix(const Matrix4& matrix);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set projection matrix
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Initial value is an identity matrix. (i.e., an orthographic
|
||
|
|
* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$
|
||
|
|
* cube).
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setProjectionMatrix(const Matrix4& matrix);
|
||
|
|
|
||
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
||
|
|
/**
|
||
|
|
* @brief Set transformation matrix
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* Expects that @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is
|
||
|
|
* enabled. The matrix doesn't need to be normalized, as
|
||
|
|
* renormalization is done per-fragment anyway.
|
||
|
|
* Initial value is an identity matrix.
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setNormalMatrix(const Matrix3x3& matrix);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set viewport size
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Has effect only if @ref Flag::Wireframe is enabled and geometry
|
||
|
|
* shaders are used; or if @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is
|
||
|
|
* enabled, otherwise it does nothing. Initial value is a zero vector.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setViewportSize(const Vector2& size);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set base object color
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. Expects that either
|
||
|
|
* @ref Flag::Wireframe or @ref Flag::InstancedObjectId /
|
||
|
|
* @ref Flag::PrimitiveId is enabled. In case of the latter, the color
|
||
|
|
* is multiplied with the color map coming from
|
||
|
|
* @ref bindColorMapTexture().
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setColor(const Color4& color) {
|
||
|
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setColor(color));
|
||
|
|
}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set wireframe color
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Initial value is @cpp 0x000000ff_rgbaf @ce. Expects that
|
||
|
|
* @ref Flag::Wireframe is enabled.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setWireframeColor(const Color4& color) {
|
||
|
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setWireframeColor(color));
|
||
|
|
}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set wireframe width
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Value is in screen space (depending on @ref setViewportSize()),
|
||
|
|
* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is
|
||
|
|
* enabled.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setWireframeWidth(Float width) {
|
||
|
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setWireframeWidth(width));
|
||
|
|
}
|
||
|
|
|
||
|
|
#ifndef MAGNUM_TARGET_GLES2
|
||
|
|
/**
|
||
|
|
* @brief Set color map transformation
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* Offset and scale applied to the input value coming either from the
|
||
|
|
* @ref ObjectId attribute or @glsl gl_PrimitiveID @ce, resulting value
|
||
|
|
* is then used to fetch a color from a color map bound with
|
||
|
|
* @ref bindColorMapTexture(). Initial value is @cpp 1.0f/512.0f @ce
|
||
|
|
* and @cpp 1.0/256.0f @ce, meaning that for a 256-entry colormap the
|
||
|
|
* first 256 values get an exact color from it and the next values will
|
||
|
|
* be either clamped to last color or repeated depending on the color
|
||
|
|
* map texture wrapping mode. Expects that either
|
||
|
|
* @ref Flag::InstancedObjectId or @ref Flag::PrimitiveId /
|
||
|
|
* @ref Flag::PrimitiveIdFromVertexId is enabled.
|
||
|
|
*
|
||
|
|
* Note that this shader doesn't directly offer a
|
||
|
|
* @ref FlatGL::setObjectId() "setObjectId()" uniform that's used to
|
||
|
|
* offset the per-vertex / per-instance ID. Instead, you need to encode
|
||
|
|
* the base offset into the @p offset parameter.
|
||
|
|
* @requires_gles30 Object ID visualization requires integer attributes
|
||
|
|
* while primitive ID visualization requires the `gl_VertexID` /
|
||
|
|
* `gl_PrimitiveID` builtins, neither of which is available in
|
||
|
|
* OpenGL ES 2.0.
|
||
|
|
* @requires_webgl20 Object ID visualization requires integer
|
||
|
|
* attributes while primitive ID visualization requires at least
|
||
|
|
* the `gl_VertexID` builtin, neither of which is available in
|
||
|
|
* WebGL 1.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setColorMapTransformation(Float offset, Float scale) {
|
||
|
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setColorMapTransformation(offset, scale));
|
||
|
|
}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Bind a color map texture
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* See also @ref setColorMapTransformation(). Expects that either
|
||
|
|
* @ref Flag::InstancedObjectId or @ref Flag::PrimitiveId /
|
||
|
|
* @ref Flag::PrimitiveIdFromVertexId is enabled.
|
||
|
|
* @requires_gles30 Object ID visualization requires integer attributes
|
||
|
|
* while primitive ID visualization requires the `gl_VertexID` /
|
||
|
|
* `gl_PrimitiveID` builtins, neither of which is available in
|
||
|
|
* OpenGL ES 2.0.
|
||
|
|
* @requires_webgl20 Object ID visualization requires integer
|
||
|
|
* attributes while primitive ID visualization requires at least
|
||
|
|
* the `gl_VertexID` builtin, neither of which is available in
|
||
|
|
* WebGL 1.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& bindColorMapTexture(GL::Texture2D& texture) {
|
||
|
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindColorMapTexture(texture));
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
||
|
|
/**
|
||
|
|
* @brief Set line width
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* Value is in screen space (depending on @ref setViewportSize()),
|
||
|
|
* initial value is @cpp 1.0f @ce. Expects that
|
||
|
|
* @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentFromTangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is
|
||
|
|
* enabled.
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setLineWidth(Float width);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set line length
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
* @m_since{2020,06}
|
||
|
|
*
|
||
|
|
* Value is in object space, initial value is @cpp 1.0f @ce. Expects
|
||
|
|
* that @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentFromTangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is
|
||
|
|
* enabled.
|
||
|
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
|
||
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
||
|
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
|
||
|
|
* @gl_extension{EXT,geometry_shader}
|
||
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setLineLength(Float length);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
/**
|
||
|
|
* @brief Set line smoothness
|
||
|
|
* @return Reference to self (for method chaining)
|
||
|
|
*
|
||
|
|
* Value is in screen space (depending on @ref setViewportSize()),
|
||
|
|
* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe,
|
||
|
|
* @ref Flag::TangentDirection,
|
||
|
|
* @ref Flag::BitangentFromTangentDirection,
|
||
|
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is
|
||
|
|
* enabled.
|
||
|
|
*/
|
||
|
|
MeshVisualizerGL3D& setSmoothness(Float smoothness);
|
||
|
|
|
||
|
|
private:
|
||
|
|
Int _transformationMatrixUniform{0},
|
||
|
|
_projectionMatrixUniform{7};
|
||
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
||
|
|
Int _normalMatrixUniform{8},
|
||
|
|
_lineWidthUniform{9},
|
||
|
|
_lineLengthUniform{10};
|
||
|
|
#endif
|
||
|
|
};
|
||
|
|
|
||
|
|
/** @debugoperatorclassenum{MeshVisualizerGL2D,MeshVisualizerGL2D::Flag} */
|
||
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL2D::Flag value);
|
||
|
|
|
||
|
|
/** @debugoperatorclassenum{MeshVisualizerGL3D,MeshVisualizerGL3D::Flag} */
|
||
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL3D::Flag value);
|
||
|
|
|
||
|
|
/** @debugoperatorclassenum{MeshVisualizerGL2D,MeshVisualizerGL2D::Flags} */
|
||
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL2D::Flags value);
|
||
|
|
|
||
|
|
/** @debugoperatorclassenum{MeshVisualizerGL3D,MeshVisualizerGL3D::Flags} */
|
||
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL3D::Flags value);
|
||
|
|
|
||
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CORRADE_ENUMSET_OPERATORS(MeshVisualizerGL2D::Flags)
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||
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CORRADE_ENUMSET_OPERATORS(MeshVisualizerGL3D::Flags)
|
||
|
|
|
||
|
|
}}
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||
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||
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#endif
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