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I got bored of copy/pasting and redocumenting/redebugging this code in every full screen effect ever implemented.pull/23/head
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/*
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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 "FullScreenTriangle.h" |
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#include "Math/Vector2.h" |
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#include "AbstractShaderProgram.h" |
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#include "Buffer.h" |
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#include "Context.h" |
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#include "Mesh.h" |
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namespace Magnum { namespace MeshTools { |
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std::pair<Buffer, Mesh> fullScreenTriangle() { |
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Mesh mesh; |
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mesh.setPrimitive(Mesh::Primitive::Triangles) |
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.setVertexCount(3); |
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Buffer buffer; |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isVersionSupported(Version::GL300)) |
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#else |
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if(!Context::current()->isVersionSupported(Version::GLES300)) |
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#endif |
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{ |
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constexpr Vector2 triangle[] = { |
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Vector2(-1.0, 1.0), |
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Vector2(-1.0, -3.0), |
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Vector2( 3.0, 1.0) |
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}; |
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buffer.setData(triangle, Buffer::Usage::StaticDraw); |
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mesh.addVertexBuffer(buffer, 0, AbstractShaderProgram::Attribute<0, Vector2>()); |
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} |
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return {std::move(buffer), std::move(mesh)}; |
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} |
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}} |
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#ifndef Magnum_MeshTools_FullScreenTriangle_h |
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#define Magnum_MeshTools_FullScreenTriangle_h |
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/*
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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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|
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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 Function @ref Magnum::MeshTools::fullScreenTriangle() |
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*/ |
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#include <utility> |
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#include "Magnum.h" |
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#include "MeshTools/magnumMeshToolsVisibility.h" |
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namespace Magnum { namespace MeshTools { |
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/**
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@brief Create full screen triangle mesh |
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Returns pre-configured mesh along with vertex buffer which can be used for |
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full-screen post-processing effects. The mesh is single triangle covering whole |
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screen area (@f$ (-1, -1) - (1, 1) @f$ on both dimensions) and provides only |
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vertex positions, as other attributes (such as texture coordinates) can be |
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computed from them. The vertex positions are, in order: |
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@f[ |
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\begin{pmatrix} -1 \\ 1 \end{pmatrix}, |
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\begin{pmatrix} -1 \\ -3 \end{pmatrix}, |
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\begin{pmatrix} 3 \\ 1 \end{pmatrix} |
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@f] |
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On OpenGL 2.1 and OpenGL ES 2.0 the vertex positions are passed explicitly as |
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attribute `0`, contained in the buffer. On OpenGL 3.0+ and OpenGL ES 3.0+ the |
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mesh is attribute-less and the vertex positions can be computed using |
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`gl_VertexID` builtin shader variable, thus the returned vertex buffer is empty |
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and basically useless. |
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Computing positions in vertex shader in a portable way might be done like this. |
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For OpenGL 2.1 and OpenGL ES 2.0 you then need to bind the location of `position` |
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attribute to `0`. |
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@code |
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#if (!defined(GL_ES) && __VERSION__ >= 130) || (defined(GL_ES) && __VERSION__ >= 300) |
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#define NEW_GLSL |
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#endif |
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#ifndef NEW_GLSL |
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attribute lowp vec4 position; |
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#endif |
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void main() { |
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#ifdef NEW_GLSL |
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gl_Position = vec4((gl_VertexID == 2) ? 3.0 : -1.0, |
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(gl_VertexID == 1) ? -3.0 : 1.0, 0.0, 1.0); |
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#else |
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gl_Position = position; |
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#endif |
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} |
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@endcode |
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@attention The implementation needs to check OpenGL version, so it expects |
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active context. |
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*/ |
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std::pair<Buffer, Mesh> MAGNUM_MESHTOOLS_EXPORT fullScreenTriangle(); |
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}} |
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#endif |
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