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#ifndef Magnum_Shaders_Flat_h
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#define Magnum_Shaders_Flat_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 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::Flat, typedef @ref Magnum::Shaders::Flat2D, @ref Magnum::Shaders::Flat3D
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*/
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/GL/AbstractShaderProgram.h"
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#include "Magnum/Shaders/Generic.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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enum class FlatFlag: UnsignedByte {
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Textured = 1 << 0,
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AlphaMask = 1 << 1,
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VertexColor = 1 << 2,
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TextureTransformation = 1 << 3,
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#ifndef MAGNUM_TARGET_GLES2
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ObjectId = 1 << 4,
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InstancedObjectId = (1 << 5)|ObjectId,
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#endif
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InstancedTransformation = 1 << 6,
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InstancedTextureOffset = (1 << 7)|TextureTransformation
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};
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typedef Containers::EnumSet<FlatFlag> FlatFlags;
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}
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/**
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@brief Flat shader
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Draws the whole mesh with given color or texture. For a colored mesh you need
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to provide the @ref Position attribute in your triangle mesh. By default, the
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shader renders the mesh with a white color in an identity transformation.
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Use @ref setTransformationProjectionMatrix(), @ref setColor() and others to
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configure the shader.
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@image html shaders-flat.png width=256px
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@section Shaders-Flat-colored Colored rendering
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Common mesh setup:
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@snippet MagnumShaders.cpp Flat-usage-colored1
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Common rendering setup:
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@snippet MagnumShaders.cpp Flat-usage-colored2
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@section Shaders-Flat-textured Textured rendering
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If you want to use a texture, you need to provide also the
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@ref TextureCoordinates attribute. Pass @ref Flag::Textured to the constructor
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and then at render time don't forget to bind also the texture via
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@ref bindTexture(). The texture is multipled by the color, which is by default
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set to @cpp 0xffffffff_rgbaf @ce. Common mesh setup:
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@snippet MagnumShaders.cpp Flat-usage-textured1
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Common rendering setup:
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@snippet MagnumShaders.cpp Flat-usage-textured2
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For coloring the texture based on intensity you can use the @ref Vector shader.
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The 3D version of this shader is equivalent to @ref Phong with zero lights,
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however this implementation is much simpler and thus likely also faster. See
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@ref Shaders-Phong-lights-zero "its documentation" for more information.
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Conversely, enabling @ref Flag::VertexColor and using a default color with no
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texturing makes this shader equivalent to @ref VertexColor.
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@section Shaders-Flat-alpha Alpha blending and masking
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Alpha / transparency is supported by the shader implicitly, but to have it
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working on the framebuffer, you need to enable
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@ref GL::Renderer::Feature::Blending and set up the blending function. See
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@ref GL::Renderer::setBlendFunction() for details.
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An alternative is to enable @ref Flag::AlphaMask and tune @ref setAlphaMask()
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for simple binary alpha-masked drawing that doesn't require depth sorting or
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blending enabled. Note that this feature is implemented using the GLSL
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@glsl discard @ce operation which is known to have considerable performance
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impact on some platforms. With proper depth sorting and blending you'll usually
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get much better performance and output quality.
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@section Shaders-Flat-object-id Object ID output
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The shader supports writing object ID to the framebuffer for object picking or
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other annotation purposes. Enable it using @ref Flag::ObjectId and set up an
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integer buffer attached to the @ref ObjectIdOutput attachment. Note that for
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portability you should use @ref GL::Framebuffer::clearColor() instead of
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@ref GL::Framebuffer::clear() as the former usually emits GL errors when called
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on framebuffers with integer attachments.
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@snippet MagnumShaders.cpp Flat-usage-object-id
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If you have a batch of meshes with different object IDs, enable
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@ref Flag::InstancedObjectId and supply per-vertex IDs to the @ref ObjectId
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attribute. The output will contain a sum of the per-vertex ID and ID coming
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from @ref setObjectId().
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@requires_gles30 Object ID output requires integer buffer attachments, which
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are not available in OpenGL ES 2.0 or WebGL 1.0.
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@section Shaders-Flat-instancing Instanced rendering
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Enabling @ref Flag::InstancedTransformation will turn the shader into an
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instanced one. It'll take per-instance transformation from the
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@ref TransformationMatrix attribute, applying it before the matrix set by
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@ref setTransformationProjectionMatrix(). Besides that, @ref Flag::VertexColor
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(and the @ref Color3 / @ref Color4) attributes can work as both per-vertex and
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per-instance, and for texturing it's possible to have per-instance texture
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offset taken from @ref TextureOffset when @ref Flag::InstancedTextureOffset is
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enabled (similarly to transformation, applied before @ref setTextureMatrix()).
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The snippet below shows adding a buffer with per-instance transformation and
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color to a mesh:
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@snippet MagnumShaders.cpp Flat-usage-instancing
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@requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
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@requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
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@gl_extension{EXT,instanced_arrays} or @gl_extension{NV,instanced_arrays}
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in OpenGL ES 2.0.
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@requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} in WebGL
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1.0.
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@see @ref shaders, @ref Flat2D, @ref Flat3D
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public GL::AbstractShaderProgram {
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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" in 2D, @ref Magnum::Vector3 "Vector3"
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* in 3D.
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*/
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typedef typename Generic<dimensions>::Position Position;
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/**
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* @brief 2D texture coordinates
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector2 "Vector2". Used only if @ref Flag::Textured is
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* set.
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*/
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typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates;
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/**
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* @brief Three-component vertex color
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* @m_since{2019,10}
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use
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* either this or the @ref Color4 attribute. Used only if
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* @ref Flag::VertexColor is set.
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*/
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typedef typename Generic<dimensions>::Color3 Color3;
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/**
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* @brief Four-component vertex color
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* @m_since{2019,10}
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use
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* either this or the @ref Color3 attribute. Used only if
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* @ref Flag::VertexColor is set.
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*/
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typedef typename Generic<dimensions>::Color4 Color4;
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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 typename Generic<dimensions>::ObjectId ObjectId;
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#endif
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/**
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* @brief (Instanced) transformation matrix
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* @m_since{2020,06}
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Matrix3 in
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* 2D, @ref Magnum::Matrix4 in 3D. Used only if
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* @ref Flag::InstancedTransformation is set.
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
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* @gl_extension{EXT,instanced_arrays} or
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
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* in WebGL 1.0.
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*/
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typedef typename Generic<dimensions>::TransformationMatrix TransformationMatrix;
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/**
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* @brief (Instanced) texture offset
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* @m_since{2020,06}
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Vector2. Used
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* only if @ref Flag::InstancedTextureOffset is set.
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
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* @gl_extension{EXT,instanced_arrays} or
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
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* in WebGL 1.0.
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*/
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typedef typename Generic<dimensions>::TextureOffset TextureOffset;
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enum: UnsignedInt {
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/**
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* Color shader output. Present always, expects three- or
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* four-component floating-point or normalized buffer attachment.
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* @m_since{2019,10}
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*/
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ColorOutput = Generic<dimensions>::ColorOutput,
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* Object ID shader output. @ref shaders-generic "Generic output",
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* present only if @ref Flag::ObjectId is set. Expects a
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* single-component unsigned integral attachment. Writes the value
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* set in @ref setObjectId() there, see
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* @ref Shaders-Phong-object-id for more information.
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* @requires_gl30 Extension @gl_extension{EXT,texture_integer}
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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
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* 1.0.
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* @m_since{2019,10}
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*/
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ObjectIdOutput = Generic<dimensions>::ObjectIdOutput
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#endif
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};
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#ifdef DOXYGEN_GENERATING_OUTPUT
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/**
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* @brief Flag
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*
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* @see @ref Flags, @ref flags()
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*/
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enum class Flag: UnsignedByte {
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/**
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* Multiply color with a texture.
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* @see @ref setColor(), @ref bindTexture()
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*/
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Textured = 1 << 0,
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/**
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* Enable alpha masking. If the combined fragment color has an
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* alpha less than the value specified with @ref setAlphaMask(),
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* given fragment is discarded.
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*
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* This uses the @glsl discard @ce operation which is known to have
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* considerable performance impact on some platforms. While useful
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* for cheap alpha masking that doesn't require depth sorting,
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* with proper depth sorting and blending you'll usually get much
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* better performance and output quality.
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*/
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AlphaMask = 1 << 1,
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/**
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* Multiply diffuse color with a vertex color. Requires either
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* the @ref Color3 or @ref Color4 attribute to be present.
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* @m_since{2019,10}
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*/
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VertexColor = 1 << 2,
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/**
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* Enable texture coordinate transformation. If this flag is set,
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* the shader expects that @ref Flag::Textured is enabled as well.
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* @see @ref setTextureMatrix()
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* @m_since{2020,06}
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*/
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TextureTransformation = 1 << 3,
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* Enable object ID output. See @ref Shaders-Flat-object-id for
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* more information.
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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
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* 1.0.
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* @m_since{2019,10}
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*/
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ObjectId = 1 << 4,
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/**
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* Instanced object ID. Retrieves a per-instance / per-vertex
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* object ID from the @ref ObjectId attribute, outputting a sum of
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* the per-vertex ID and ID coming from @ref setObjectId().
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* Implicitly enables @ref Flag::ObjectId. See
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* @ref Shaders-Flat-object-id for more information.
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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
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* 1.0.
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* @m_since{2020,06}
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*/
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InstancedObjectId = (1 << 5)|ObjectId,
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#endif
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/**
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* Instanced transformation. Retrieves a per-instance
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* transformation matrix from the @ref TransformationMatrix
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* attribute and uses it together with the matrix coming from
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* @ref setTransformationProjectionMatrix() (first the
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* per-instance, then the uniform matrix). See
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* @ref Shaders-Flat-instancing for more information.
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
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* @gl_extension{EXT,instanced_arrays} or
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
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* in WebGL 1.0.
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* @m_since{2020,06}
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*/
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InstancedTransformation = 1 << 6,
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/**
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* Instanced texture offset. Retrieves a per-instance offset vector
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* from the @ref TextureOffset attribute and uses it together with
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* the matrix coming from @ref setTextureMatrix() (first the
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* per-instance vector, then the uniform matrix). Instanced texture
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* scaling and rotation is not supported at the moment, you can
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* specify that only via the uniform @ref setTextureMatrix().
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* Implicitly enables @ref Flag::TextureTransformation. See
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* @ref Shaders-Flat-instancing for more information.
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
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* @gl_extension{EXT,instanced_arrays} or
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
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* in WebGL 1.0.
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* @m_since{2020,06}
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*/
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InstancedTextureOffset = (1 << 7)|TextureTransformation
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};
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/**
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* @brief Flags
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*
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* @see @ref flags()
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*/
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typedef Containers::EnumSet<Flag> Flags;
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#else
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/* Done this way to be prepared for possible future diversion of 2D
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and 3D flags (e.g. introducing 3D-specific features) */
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typedef Implementation::FlatFlag Flag;
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typedef Implementation::FlatFlags Flags;
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|
#endif
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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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explicit Flat(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 Flat(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
|
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|
|
/** @brief Copying is not allowed */
|
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|
|
Flat(const Flat<dimensions>&) = delete;
|
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|
|
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|
|
|
/** @brief Move constructor */
|
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|
|
|
Flat(Flat<dimensions>&&) noexcept = default;
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
Flat<dimensions>& operator=(const Flat<dimensions>&) = delete;
|
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|
|
|
|
|
|
|
|
/** @brief Move assignment */
|
|
|
|
|
Flat<dimensions>& operator=(Flat<dimensions>&&) noexcept = default;
|
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|
|
|
|
|
|
|
|
/** @brief Flags */
|
|
|
|
|
Flags flags() const { return _flags; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set transformation and projection matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is an identity matrix.
|
|
|
|
|
*/
|
|
|
|
|
Flat<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set texture coordinate transformation matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with
|
|
|
|
|
* @ref Flag::TextureTransformation enabled. Initial value is an
|
|
|
|
|
* identity matrix.
|
|
|
|
|
*/
|
|
|
|
|
Flat<dimensions>& setTextureMatrix(const Matrix3& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::Textured is set, initial value is
|
|
|
|
|
* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with the
|
|
|
|
|
* texture.
|
|
|
|
|
* @see @ref bindTexture()
|
|
|
|
|
*/
|
|
|
|
|
Flat<dimensions>& setColor(const Magnum::Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a color texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::Textured
|
|
|
|
|
* enabled.
|
|
|
|
|
* @see @ref setColor(), @ref Flag::TextureTransformation,
|
|
|
|
|
* @ref setTextureMatrix()
|
|
|
|
|
*/
|
|
|
|
|
Flat<dimensions>& bindTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set alpha mask value
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::AlphaMask
|
|
|
|
|
* enabled. Fragments with alpha values smaller than the mask value
|
|
|
|
|
* will be discarded. Initial value is @cpp 0.5f @ce. See the flag
|
|
|
|
|
* documentation for further information.
|
|
|
|
|
*/
|
|
|
|
|
Flat<dimensions>& setAlphaMask(Float mask);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set object ID
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::ObjectId
|
|
|
|
|
* enabled. Value set here is written to the @ref ObjectIdOutput, see
|
|
|
|
|
* @ref Shaders-Flat-object-id for more information. Default is
|
|
|
|
|
* @cpp 0 @ce. If @ref Flag::InstancedObjectId is enabled as well, this
|
|
|
|
|
* value is combined with ID coming from the @ref ObjectId attribute.
|
|
|
|
|
* @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.
|
|
|
|
|
*/
|
|
|
|
|
Flat<dimensions>& setObjectId(UnsignedInt id);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
/* Prevent accidentally calling irrelevant functions */
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
using GL::AbstractShaderProgram::drawTransformFeedback;
|
|
|
|
|
#endif
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
using GL::AbstractShaderProgram::dispatchCompute;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
Flags _flags;
|
|
|
|
|
Int _transformationProjectionMatrixUniform{0},
|
|
|
|
|
_textureMatrixUniform{1},
|
|
|
|
|
_colorUniform{2},
|
|
|
|
|
_alphaMaskUniform{3};
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
Int _objectIdUniform{4};
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** @brief 2D flat shader */
|
|
|
|
|
typedef Flat<2> Flat2D;
|
|
|
|
|
|
|
|
|
|
/** @brief 3D flat shader */
|
|
|
|
|
typedef Flat<3> Flat3D;
|
|
|
|
|
|
|
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
/** @debugoperatorclassenum{Flat,Flat::Flag} */
|
|
|
|
|
template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, Flat<dimensions>::Flag value);
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{Flat,Flat::Flags} */
|
|
|
|
|
template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, Flat<dimensions>::Flags value);
|
|
|
|
|
#else
|
|
|
|
|
namespace Implementation {
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, FlatFlag value);
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, FlatFlags value);
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(FlatFlags)
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|