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Currently only fill and outline can be specified. Also crosslinked from documentation of VectorShader and TextureTools::distanceField().pull/278/head
7 changed files with 263 additions and 2 deletions
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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#include "DistanceFieldVectorShader.h" |
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#include <Utility/Resource.h> |
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#include "Context.h" |
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#include "Extensions.h" |
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#include "Shader.h" |
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namespace Magnum { namespace Shaders { |
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namespace { |
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template<UnsignedInt> constexpr const char* vertexShaderName(); |
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template<> constexpr const char* vertexShaderName<2>() { return "AbstractVectorShader2D.vert"; } |
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template<> constexpr const char* vertexShaderName<3>() { return "AbstractVectorShader3D.vert"; } |
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} |
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template<UnsignedInt dimensions> DistanceFieldVectorShader<dimensions>::DistanceFieldVectorShader(): transformationProjectionMatrixUniform(0), colorUniform(1), outlineColorUniform(2), outlineRangeUniform(3), smoothnessUniform(4) { |
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Corrade::Utility::Resource rs("MagnumShaders"); |
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#ifndef MAGNUM_TARGET_GLES |
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Version v = Context::current()->supportedVersion({Version::GL320, Version::GL210}); |
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#else |
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Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200}); |
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#endif |
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Shader vertexShader(v, Shader::Type::Vertex); |
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vertexShader.addSource(rs.get("compatibility.glsl")); |
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vertexShader.addSource(rs.get(vertexShaderName<dimensions>())); |
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AbstractShaderProgram::attachShader(vertexShader); |
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Shader fragmentShader(v, Shader::Type::Fragment); |
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fragmentShader.addSource(rs.get("compatibility.glsl")); |
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fragmentShader.addSource(rs.get("DistanceFieldVectorShader.frag")); |
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AbstractShaderProgram::attachShader(fragmentShader); |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>() || |
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Context::current()->version() == Version::GL210) { |
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#else |
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if(!Context::current()->isVersionSupported(Version::GLES300)) { |
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#endif |
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AbstractShaderProgram::bindAttributeLocation(AbstractVectorShader<dimensions>::Position::Location, "position"); |
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AbstractShaderProgram::bindAttributeLocation(AbstractVectorShader<dimensions>::TextureCoordinates::Location, "textureCoordinates"); |
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} |
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AbstractShaderProgram::link(); |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>()) { |
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#else |
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{ |
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#endif |
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transformationProjectionMatrixUniform = AbstractShaderProgram::uniformLocation("transformationProjectionMatrix"); |
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colorUniform = AbstractShaderProgram::uniformLocation("color"); |
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outlineColorUniform = AbstractShaderProgram::uniformLocation("outlineColor"); |
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outlineRangeUniform = AbstractShaderProgram::uniformLocation("outlineRange"); |
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smoothnessUniform = AbstractShaderProgram::uniformLocation("smoothness"); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>()) |
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AbstractShaderProgram::setUniform(AbstractShaderProgram::uniformLocation("vectorTexture"), |
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AbstractVectorShader<dimensions>::VectorTextureLayer); |
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#endif |
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} |
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template class DistanceFieldVectorShader<2>; |
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template class DistanceFieldVectorShader<3>; |
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}} |
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#ifndef NEW_GLSL |
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#define in varying |
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#define fragmentColor gl_FragColor |
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#endif |
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#ifndef GL_ES |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 1) uniform lowp vec4 color; |
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layout(location = 2) uniform lowp vec4 outlineColor; |
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layout(location = 3) uniform lowp vec2 outlineRange = vec2(0.5, 0.0); |
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layout(location = 4) uniform lowp float smoothness = 0.04; |
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#else |
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uniform lowp vec4 color; |
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uniform lowp vec4 outlineColor; |
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uniform lowp vec2 outlineRange = vec2(0.5, 0.0); |
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uniform lowp float smoothness = 0.04; |
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#endif |
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#else |
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uniform lowp vec4 color; |
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uniform lowp vec4 outlineColor; |
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uniform lowp vec2 outlineRange; |
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uniform lowp float smoothness; |
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#endif |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 16) uniform sampler2D vectorTexture; |
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#else |
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uniform lowp sampler2D vectorTexture; |
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#endif |
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in vec2 fragmentTextureCoordinates; |
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#ifdef NEW_GLSL |
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out vec4 fragmentColor; |
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#endif |
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void main() { |
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lowp float intensity = texture(vectorTexture, fragmentTextureCoordinates).r; |
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/* Fill color */ |
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fragmentColor = smoothstep(outlineRange.x-smoothness, outlineRange.x+smoothness, intensity)*color; |
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/* Outline */ |
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if(outlineRange.x < outlineRange.y) { |
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lowp float mid = (outlineRange.x + outlineRange.y)/2.0; |
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lowp float half = (outlineRange.y - outlineRange.x)/2.0; |
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fragmentColor += smoothstep(half+smoothness, half-smoothness, distance(mid, intensity))*outlineColor; |
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} |
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} |
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#ifndef Magnum_Shaders_DistanceFieldVectorShader_h |
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#define Magnum_Shaders_DistanceFieldVectorShader_h |
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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|
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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|
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file
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* @brief Class Magnum::Shaders::DistanceFieldVectorShader, typedef Magnum::Shaders::DistanceFieldVectorShader2D, Magnum::Shaders::DistanceFieldVectorShader3D |
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*/ |
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#include "Math/Matrix3.h" |
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#include "Math/Matrix4.h" |
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#include "AbstractVectorShader.h" |
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#include "magnumShadersVisibility.h" |
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namespace Magnum { namespace Shaders { |
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/**
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@brief Distance field vector shader |
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Renders vector art in form of signed distance field. See TextureTools::distanceField() |
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for more information. Note that the final rendered outlook will greatly depend |
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on radius of input distance field and value passed to setSmoothness(). |
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@see DistanceFieldVectorShader2D, DistanceFieldVectorShader3D |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVectorShader: public AbstractVectorShader<dimensions> { |
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public: |
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DistanceFieldVectorShader(); |
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/** @brief Set transformation and projection matrix */ |
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inline DistanceFieldVectorShader* setTransformationProjectionMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) { |
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AbstractShaderProgram::setUniform(transformationProjectionMatrixUniform, matrix); |
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return this; |
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} |
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/**
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* @brief Set fill color |
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* @return Pointer to self (for method chaining) |
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* |
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* @see setOutlineColor() |
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*/ |
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inline DistanceFieldVectorShader* setColor(const Color4<>& color) { |
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AbstractShaderProgram::setUniform(colorUniform, color); |
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return this; |
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} |
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/**
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* @brief Set outline color |
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* @return Pointer to self (for method chaining) |
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* |
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* @see setOutlineRange(), setColor() |
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*/ |
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inline DistanceFieldVectorShader* setOutlineColor(const Color4<>& color) { |
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AbstractShaderProgram::setUniform(outlineColorUniform, color); |
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return this; |
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} |
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/**
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* @brief Set outline range |
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* @return Pointer to self (for method chaining) |
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* |
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* Parameter @p start describes where fill ends and possible outline |
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* starts. Initial value is `0.5f`, smaller values will make the vector |
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* art look thinner, larger will make it look thicker. |
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* |
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* Parameter @p end describes where outline ends. If set to value |
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* smaller than @p start the outline is not drawn. Initial value is |
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* `0.0f`. |
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* |
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* @see setOutlineColor() |
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*/ |
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inline DistanceFieldVectorShader* setOutlineRange(Float start, Float end) { |
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AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end)); |
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return this; |
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} |
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/**
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* @brief Set smoothness radius |
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* @return Pointer to self (for method chaining) |
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* |
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* Larger values will make edges look less aliased (but blurry), smaller |
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* values will make them look more crisp (but possibly aliased). Initial |
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* value is `0.04f`. |
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*/ |
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inline DistanceFieldVectorShader* setSmoothness(Float value) { |
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AbstractShaderProgram::setUniform(smoothnessUniform, value); |
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return this; |
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} |
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private: |
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Int transformationProjectionMatrixUniform, |
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colorUniform, |
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outlineColorUniform, |
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outlineRangeUniform, |
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smoothnessUniform; |
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}; |
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/** @brief Two-dimensional distance field vector shader */ |
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typedef DistanceFieldVectorShader<2> DistanceFieldVectorShader2D; |
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/** @brief Three-dimensional distance field vector shader */ |
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typedef DistanceFieldVectorShader<3> DistanceFieldVectorShader3D; |
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}} |
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#endif |
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