mirror of https://github.com/mosra/magnum.git
5 changed files with 182 additions and 0 deletions
@ -0,0 +1,75 @@ |
|||||||
|
/*
|
||||||
|
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
||||||
|
|
||||||
|
This file is part of Magnum. |
||||||
|
|
||||||
|
Magnum is free software: you can redistribute it and/or modify |
||||||
|
it under the terms of the GNU Lesser General Public License version 3 |
||||||
|
only, as published by the Free Software Foundation. |
||||||
|
|
||||||
|
Magnum is distributed in the hope that it will be useful, |
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
||||||
|
GNU Lesser General Public License version 3 for more details. |
||||||
|
*/ |
||||||
|
|
||||||
|
#include "VertexColorShader.h" |
||||||
|
|
||||||
|
#include <Utility/Resource.h> |
||||||
|
|
||||||
|
#include "Extensions.h" |
||||||
|
#include "Shader.h" |
||||||
|
|
||||||
|
namespace Magnum { namespace Shaders { |
||||||
|
|
||||||
|
namespace { |
||||||
|
template<std::uint8_t dimensions> struct ShaderName {}; |
||||||
|
|
||||||
|
template<> struct ShaderName<2> { |
||||||
|
constexpr static const char* vertex() { return "VertexColorShader2D.vert"; } |
||||||
|
constexpr static const char* fragment() { return "VertexColorShader2D.frag"; } |
||||||
|
}; |
||||||
|
|
||||||
|
template<> struct ShaderName<3> { |
||||||
|
constexpr static const char* vertex() { return "VertexColorShader3D.vert"; } |
||||||
|
constexpr static const char* fragment() { return "VertexColorShader3D.frag"; } |
||||||
|
}; |
||||||
|
} |
||||||
|
|
||||||
|
template<std::uint8_t dimensions> VertexColorShader<dimensions>::VertexColorShader() { |
||||||
|
Corrade::Utility::Resource rs("MagnumShaders"); |
||||||
|
|
||||||
|
#ifndef MAGNUM_TARGET_GLES |
||||||
|
Version v = Context::current()->supportedVersion({Version::GL320, Version::GL210}); |
||||||
|
#else |
||||||
|
Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200}); |
||||||
|
#endif |
||||||
|
|
||||||
|
Shader vertexShader(v, Shader::Type::Vertex); |
||||||
|
vertexShader.addSource(rs.get("compatibility.glsl")); |
||||||
|
vertexShader.addSource(rs.get(ShaderName<dimensions>::vertex())); |
||||||
|
attachShader(vertexShader); |
||||||
|
|
||||||
|
Shader fragmentShader(v, Shader::Type::Fragment); |
||||||
|
fragmentShader.addSource(rs.get("compatibility.glsl")); |
||||||
|
fragmentShader.addSource(rs.get(ShaderName<dimensions>::fragment())); |
||||||
|
attachShader(fragmentShader); |
||||||
|
|
||||||
|
#ifndef MAGNUM_TARGET_GLES |
||||||
|
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>()) { |
||||||
|
#else |
||||||
|
if(!Context::current()->isVersionSupported(Version::GLES300)) { |
||||||
|
#endif |
||||||
|
bindAttributeLocation(Position::Location, "position"); |
||||||
|
bindAttributeLocation(Color::Location, "color"); |
||||||
|
} |
||||||
|
|
||||||
|
link(); |
||||||
|
|
||||||
|
transformationProjectionUniform = uniformLocation("transformationProjection"); |
||||||
|
} |
||||||
|
|
||||||
|
template class VertexColorShader<2>; |
||||||
|
template class VertexColorShader<3>; |
||||||
|
|
||||||
|
}} |
||||||
@ -0,0 +1,69 @@ |
|||||||
|
#ifndef Magnum_Shaders_VertexColorShader_h |
||||||
|
#define Magnum_Shaders_VertexColorShader_h |
||||||
|
/*
|
||||||
|
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
||||||
|
|
||||||
|
This file is part of Magnum. |
||||||
|
|
||||||
|
Magnum is free software: you can redistribute it and/or modify |
||||||
|
it under the terms of the GNU Lesser General Public License version 3 |
||||||
|
only, as published by the Free Software Foundation. |
||||||
|
|
||||||
|
Magnum is distributed in the hope that it will be useful, |
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
||||||
|
GNU Lesser General Public License version 3 for more details. |
||||||
|
*/ |
||||||
|
|
||||||
|
/** @file
|
||||||
|
* @brief Class Magnum::Shaders::VertexColorShader |
||||||
|
*/ |
||||||
|
|
||||||
|
#include "Math/Matrix3.h" |
||||||
|
#include "Math/Matrix4.h" |
||||||
|
#include "AbstractShaderProgram.h" |
||||||
|
#include "Color.h" |
||||||
|
#include "DimensionTraits.h" |
||||||
|
|
||||||
|
#include "magnumShadersVisibility.h" |
||||||
|
|
||||||
|
namespace Magnum { namespace Shaders { |
||||||
|
|
||||||
|
/**
|
||||||
|
@brief Vertex color shader |
||||||
|
|
||||||
|
Draws vertex-colored mesh. |
||||||
|
@see VertexColorShader2D, VertexColorShader3D |
||||||
|
*/ |
||||||
|
template<std::uint8_t dimensions> class SHADERS_EXPORT VertexColorShader: public AbstractShaderProgram { |
||||||
|
public: |
||||||
|
/** @brief Vertex position */ |
||||||
|
typedef Attribute<0, typename DimensionTraits<dimensions, GLfloat>::PointType> Position; |
||||||
|
|
||||||
|
/** @brief Vertex color */ |
||||||
|
typedef Attribute<1, Math::Point2D<GLfloat>> Color; |
||||||
|
|
||||||
|
VertexColorShader(); |
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Set transformation and projection |
||||||
|
* @return Pointer to self (for method chaining) |
||||||
|
*/ |
||||||
|
inline VertexColorShader<dimensions>* setTransformationProjection(const typename DimensionTraits<dimensions, GLfloat>::MatrixType& matrix) { |
||||||
|
setUniform(transformationProjectionUniform, matrix); |
||||||
|
return this; |
||||||
|
} |
||||||
|
|
||||||
|
private: |
||||||
|
GLint transformationProjectionUniform; |
||||||
|
}; |
||||||
|
|
||||||
|
/** @brief 2D vertex color shader */ |
||||||
|
typedef VertexColorShader<2> VertexColorShader2D; |
||||||
|
|
||||||
|
/** @brief 3D vertex color shader */ |
||||||
|
typedef VertexColorShader<3> VertexColorShader3D; |
||||||
|
|
||||||
|
}} |
||||||
|
|
||||||
|
#endif |
||||||
@ -0,0 +1,14 @@ |
|||||||
|
#ifndef NEW_GLSL |
||||||
|
#define in varying |
||||||
|
#define fragmentColor gl_FragColor |
||||||
|
#endif |
||||||
|
|
||||||
|
in lowp vec3 interpolatedColor; |
||||||
|
|
||||||
|
#ifdef NEW_GLSL |
||||||
|
out lowp vec4 fragmentColor; |
||||||
|
#endif |
||||||
|
|
||||||
|
void main() { |
||||||
|
fragmentColor = vec4(interpolatedColor, 1.0); |
||||||
|
} |
||||||
@ -0,0 +1,21 @@ |
|||||||
|
#ifndef NEW_GLSL |
||||||
|
#define in attribute |
||||||
|
#define out varying |
||||||
|
#endif |
||||||
|
|
||||||
|
uniform highp mat3 transformationProjection; |
||||||
|
|
||||||
|
#ifdef EXPLICIT_ATTRIB_LOCATION |
||||||
|
layout(location = 0) in highp vec3 position; |
||||||
|
layout(location = 1) in lowp vec3 color; |
||||||
|
#else |
||||||
|
in highp vec3 position; |
||||||
|
in lowp vec3 color; |
||||||
|
#endif |
||||||
|
|
||||||
|
out lowp vec3 interpolatedColor; |
||||||
|
|
||||||
|
void main() { |
||||||
|
gl_Position.xywz = vec4(transformationProjection*position, 0.0); |
||||||
|
interpolatedColor = color; |
||||||
|
} |
||||||
Loading…
Reference in new issue