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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
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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 <Corrade/PluginManager/Manager.h>
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#include <Corrade/Utility/Directory.h>
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#ifdef CORRADE_TARGET_APPLE
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#include <Magnum/Platform/WindowlessCglApplication.h>
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#elif defined(CORRADE_TARGET_UNIX)
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#include <Magnum/Platform/WindowlessGlxApplication.h>
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#elif defined(CORRADE_TARGET_WINDOWS)
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#include <Magnum/Platform/WindowlessWglApplication.h>
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#else
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#error no windowless application available on this platform
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#endif
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#include <Magnum/Buffer.h>
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#include <Magnum/Framebuffer.h>
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#include <Magnum/Image.h>
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#include <Magnum/Mesh.h>
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Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
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#include <Magnum/PixelFormat.h>
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#include <Magnum/Renderbuffer.h>
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#include <Magnum/RenderbufferFormat.h>
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Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
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#include <Magnum/Renderer.h>
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#include <Magnum/Texture.h>
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#include <Magnum/TextureFormat.h>
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#include <Magnum/MeshTools/Compile.h>
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#include <Magnum/MeshTools/Interleave.h>
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#include <Magnum/Primitives/Square.h>
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#include <Magnum/Primitives/Circle.h>
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#include <Magnum/Primitives/Icosphere.h>
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#include <Magnum/Primitives/UVSphere.h>
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#include <Magnum/Shaders/Flat.h>
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#include <Magnum/Shaders/MeshVisualizer.h>
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#include <Magnum/Shaders/Phong.h>
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#include <Magnum/Shaders/VertexColor.h>
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#include <Magnum/Shaders/Vector.h>
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#include <Magnum/Shaders/DistanceFieldVector.h>
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#include <Magnum/Trade/AbstractImageConverter.h>
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#include <Magnum/Trade/ImageData.h>
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#include <Magnum/Trade/MeshData2D.h>
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#include <Magnum/Trade/MeshData3D.h>
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#include <Magnum/Trade/AbstractImporter.h>
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#include "configure.h"
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using namespace Magnum;
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using namespace Magnum::Math::Literals;
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struct ShaderVisualizer: Platform::WindowlessApplication {
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using Platform::WindowlessApplication::WindowlessApplication;
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int exec() override;
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std::string phong();
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std::string meshVisualizer();
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std::string flat();
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std::string vertexColor();
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std::string vector();
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std::string distanceFieldVector();
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std::unique_ptr<Trade::AbstractImporter> _importer;
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};
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namespace {
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constexpr const Vector2i ImageSize{256};
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}
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int ShaderVisualizer::exec() {
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PluginManager::Manager<Trade::AbstractImageConverter> converterManager{MAGNUM_PLUGINS_IMAGECONVERTER_DIR};
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std::unique_ptr<Trade::AbstractImageConverter> converter = converterManager.loadAndInstantiate("PngImageConverter");
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if(!converter) {
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Error() << "Cannot load image converter plugin";
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std::exit(1);
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}
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PluginManager::Manager<Trade::AbstractImporter> importerManager{MAGNUM_PLUGINS_IMPORTER_DIR};
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_importer = importerManager.loadAndInstantiate("PngImporter");
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if(!_importer) {
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Error() << "Cannot load image importer plugin";
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std::exit(1);
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}
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Renderbuffer multisampleColor, multisampleDepth;
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multisampleColor.setStorageMultisample(16, RenderbufferFormat::RGBA8, ImageSize);
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multisampleDepth.setStorageMultisample(16, RenderbufferFormat::DepthComponent24, ImageSize);
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Framebuffer multisampleFramebuffer{{{}, ImageSize}};
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multisampleFramebuffer.attachRenderbuffer(Framebuffer::ColorAttachment{0}, multisampleColor)
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.attachRenderbuffer(Framebuffer::BufferAttachment::Depth, multisampleDepth)
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.bind();
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CORRADE_INTERNAL_ASSERT(multisampleFramebuffer.checkStatus(FramebufferTarget::Draw) == Framebuffer::Status::Complete);
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Renderbuffer color;
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color.setStorage(RenderbufferFormat::RGBA8, ImageSize);
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Framebuffer framebuffer{{{}, ImageSize}};
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framebuffer.attachRenderbuffer(Framebuffer::ColorAttachment{0}, color);
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Renderer::enable(Renderer::Feature::DepthTest);
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for(auto fun: {&ShaderVisualizer::phong,
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&ShaderVisualizer::meshVisualizer,
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&ShaderVisualizer::flat,
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&ShaderVisualizer::vertexColor,
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&ShaderVisualizer::vector,
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&ShaderVisualizer::distanceFieldVector}) {
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multisampleFramebuffer.clear(FramebufferClear::Color|FramebufferClear::Depth);
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std::string filename = (this->*fun)();
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AbstractFramebuffer::blit(multisampleFramebuffer, framebuffer, framebuffer.viewport(), FramebufferBlit::Color);
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Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
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Image2D result = framebuffer.read(framebuffer.viewport(), {PixelFormat::RGBA, PixelType::UnsignedByte});
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converter->exportToFile(result, Utility::Directory::join("../", "shaders-" + filename));
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}
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_importer.reset();
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return 0;
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}
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namespace {
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const auto Projection = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
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const auto Transformation = Matrix4::translation(Vector3::zAxis(-5.0f));
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const auto BaseColor = Color3::fromHSV(216.0_degf, 0.85f, 1.0f);
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const auto OutlineColor = Color3{0.95f};
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}
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std::string ShaderVisualizer::phong() {
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std::unique_ptr<Buffer> vertices, indices;
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Mesh mesh{NoCreate};
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std::tie(mesh, vertices, indices) = MeshTools::compile(Primitives::UVSphere::solid(16, 32), BufferUsage::StaticDraw);
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Shaders::Phong shader;
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shader.setAmbientColor(Color3(0.025f))
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.setDiffuseColor(BaseColor)
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.setShininess(200.0f)
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.setLightPosition({5.0f, 5.0f, 7.0f})
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.setProjectionMatrix(Projection)
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.setTransformationMatrix(Transformation)
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.setNormalMatrix(Transformation.rotationScaling());
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mesh.draw(shader);
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return "phong.png";
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}
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std::string ShaderVisualizer::meshVisualizer() {
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std::unique_ptr<Buffer> vertices, indices;
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Mesh mesh{NoCreate};
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std::tie(mesh, vertices, indices) = MeshTools::compile(Primitives::Icosphere::solid(1), BufferUsage::StaticDraw);
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const Matrix4 projection = Projection*Transformation*
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Matrix4::rotationZ(13.7_degf)*
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Matrix4::rotationX(-12.6_degf);
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Shaders::MeshVisualizer shader{Shaders::MeshVisualizer::Flag::Wireframe};
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shader.setColor(BaseColor)
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.setWireframeColor(OutlineColor)
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.setViewportSize(Vector2{ImageSize})
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.setTransformationProjectionMatrix(projection);
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mesh.draw(shader);
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return "meshvisualizer.png";
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}
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std::string ShaderVisualizer::flat() {
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std::unique_ptr<Buffer> vertices, indices;
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Mesh mesh{NoCreate};
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std::tie(mesh, vertices, indices) = MeshTools::compile(Primitives::UVSphere::solid(16, 32), BufferUsage::StaticDraw);
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Shaders::Flat3D shader;
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shader.setColor(BaseColor)
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.setTransformationProjectionMatrix(Projection*Transformation);
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mesh.draw(shader);
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return "flat.png";
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}
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std::string ShaderVisualizer::vertexColor() {
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Trade::MeshData3D sphere = Primitives::UVSphere::solid(32, 64);
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/* Color vertices nearest to given position */
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auto target = Vector3{2.0f, 2.0f, 7.0f}.normalized();
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std::vector<Color3> colors;
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colors.reserve(sphere.positions(0).size());
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for(Vector3 position: sphere.positions(0))
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colors.push_back(Color3::fromHSV(Math::lerp(240.0_degf, 420.0_degf, Math::max(1.0f - (position - target).length(), 0.0f)), 0.85f, 0.85f));
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Buffer vertices, indices;
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vertices.setData(MeshTools::interleave(sphere.positions(0), colors), BufferUsage::StaticDraw);
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indices.setData(sphere.indices(), BufferUsage::StaticDraw);
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Mesh mesh;
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mesh.setPrimitive(MeshPrimitive::Triangles)
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.setCount(sphere.indices().size())
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.addVertexBuffer(vertices, 0, Shaders::VertexColor3D::Position{}, Shaders::VertexColor3D::Color{})
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.setIndexBuffer(indices, 0, Mesh::IndexType::UnsignedInt);
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Shaders::VertexColor3D shader;
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shader.setTransformationProjectionMatrix(Projection*Transformation);
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mesh.draw(shader);
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return "vertexcolor.png";
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}
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std::string ShaderVisualizer::vector() {
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std::optional<Trade::ImageData2D> image;
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if(!_importer->openFile("vector.png") || !(image = _importer->image2D(0))) {
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Error() << "Cannot open vector.png";
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return "vector.png";
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}
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Texture2D texture;
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texture.setMinificationFilter(Sampler::Filter::Linear)
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.setMagnificationFilter(Sampler::Filter::Linear)
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.setWrapping(Sampler::Wrapping::ClampToEdge)
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.setStorage(1, TextureFormat::RGBA8, image->size())
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.setSubImage(0, {}, *image);
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Mesh mesh{NoCreate};
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std::unique_ptr<Buffer> vertices;
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std::tie(mesh, vertices, std::ignore) = MeshTools::compile(Primitives::Square::solid(Primitives::Square::TextureCoords::Generate), BufferUsage::StaticDraw);
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Shaders::Vector2D shader;
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shader.setColor(BaseColor)
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.setVectorTexture(texture)
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.setTransformationProjectionMatrix({});
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Renderer::enable(Renderer::Feature::Blending);
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Renderer::setBlendFunction(Renderer::BlendFunction::One, Renderer::BlendFunction::OneMinusSourceAlpha);
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Renderer::setBlendEquation(Renderer::BlendEquation::Add, Renderer::BlendEquation::Add);
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mesh.draw(shader);
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Renderer::disable(Renderer::Feature::Blending);
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return "vector.png";
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}
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std::string ShaderVisualizer::distanceFieldVector() {
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std::optional<Trade::ImageData2D> image;
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if(!_importer->openFile("vector-distancefield.png") || !(image = _importer->image2D(0))) {
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Error() << "Cannot open vector-distancefield.png";
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return "distancefieldvector.png";
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}
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Texture2D texture;
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texture.setMinificationFilter(Sampler::Filter::Linear)
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.setMagnificationFilter(Sampler::Filter::Linear)
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.setWrapping(Sampler::Wrapping::ClampToEdge)
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.setStorage(1, TextureFormat::RGBA8, image->size())
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.setSubImage(0, {}, *image);
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Mesh mesh{NoCreate};
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std::unique_ptr<Buffer> vertices;
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std::tie(mesh, vertices, std::ignore) = MeshTools::compile(Primitives::Square::solid(Primitives::Square::TextureCoords::Generate), BufferUsage::StaticDraw);
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Shaders::DistanceFieldVector2D shader;
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shader.setColor(BaseColor)
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|
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.setOutlineColor(OutlineColor)
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|
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.setOutlineRange(0.6f, 0.4f)
|
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|
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.setVectorTexture(texture)
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|
|
.setTransformationProjectionMatrix({});
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Renderer::enable(Renderer::Feature::Blending);
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Renderer::setBlendFunction(Renderer::BlendFunction::One, Renderer::BlendFunction::OneMinusSourceAlpha);
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Renderer::setBlendEquation(Renderer::BlendEquation::Add, Renderer::BlendEquation::Add);
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mesh.draw(shader);
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Renderer::disable(Renderer::Feature::Blending);
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|
|
return "distancefieldvector.png";
|
|
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|
|
}
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MAGNUM_WINDOWLESSAPPLICATION_MAIN(ShaderVisualizer)
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