mirror of https://github.com/mosra/magnum.git
6 changed files with 211 additions and 0 deletions
@ -0,0 +1,88 @@
|
||||
/*
|
||||
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 "TextShader.h" |
||||
|
||||
#include <Utility/Resource.h> |
||||
|
||||
#include "Context.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 "TextShader2D.vert"; } |
||||
constexpr static const char* fragment() { return "TextShader2D.frag"; } |
||||
}; |
||||
|
||||
template<> struct ShaderName<3> { |
||||
constexpr static const char* vertex() { return "TextShader3D.vert"; } |
||||
constexpr static const char* fragment() { return "TextShader3D.frag"; } |
||||
}; |
||||
} |
||||
|
||||
template<std::uint8_t dimensions> TextShader<dimensions>::TextShader() { |
||||
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())); |
||||
AbstractTextShader<dimensions>::attachShader(vertexShader); |
||||
|
||||
Shader fragmentShader(v, Shader::Type::Fragment); |
||||
fragmentShader.addSource(rs.get("compatibility.glsl")); |
||||
fragmentShader.addSource(rs.get(ShaderName<dimensions>::fragment())); |
||||
AbstractTextShader<dimensions>::attachShader(fragmentShader); |
||||
|
||||
#ifndef MAGNUM_TARGET_GLES |
||||
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>()) { |
||||
#else |
||||
if(!Context::current()->isVersionSupported(Version::GLES300)) { |
||||
#endif |
||||
AbstractTextShader<dimensions>::bindAttributeLocation(AbstractTextShader<dimensions>::Position::Location, "position"); |
||||
AbstractTextShader<dimensions>::bindAttributeLocation(AbstractTextShader<dimensions>::TextureCoordinates::Location, "textureCoordinates"); |
||||
} |
||||
|
||||
AbstractTextShader<dimensions>::link(); |
||||
|
||||
#ifndef MAGNUM_TARGET_GLES |
||||
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>()) { |
||||
#else |
||||
{ |
||||
#endif |
||||
transformationProjectionMatrixUniform = AbstractTextShader<dimensions>::uniformLocation("transformationProjectionMatrix"); |
||||
colorUniform = AbstractTextShader<dimensions>::uniformLocation("color"); |
||||
} |
||||
|
||||
#ifndef MAGNUM_TARGET_GLES |
||||
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>()) |
||||
AbstractTextShader<dimensions>::setUniform(AbstractTextShader<dimensions>::uniformLocation("fontTexture"), AbstractTextShader<dimensions>::FontTextureLayer); |
||||
#endif |
||||
} |
||||
|
||||
template class TextShader<2>; |
||||
template class TextShader<3>; |
||||
|
||||
}} |
||||
@ -0,0 +1,64 @@
|
||||
#ifndef Magnum_Shaders_TextShader_h |
||||
#define Magnum_Shaders_TextShader_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::TextShader |
||||
*/ |
||||
|
||||
#include "Math/Matrix3.h" |
||||
#include "Math/Matrix4.h" |
||||
#include "AbstractTextShader.h" |
||||
|
||||
#include "magnumShadersVisibility.h" |
||||
|
||||
namespace Magnum { namespace Shaders { |
||||
|
||||
/**
|
||||
@brief %Text shader |
||||
|
||||
@see TextShader2D, TextShader3D |
||||
*/ |
||||
template<std::uint8_t dimensions> class MAGNUM_SHADERS_EXPORT TextShader: public AbstractTextShader<dimensions> { |
||||
public: |
||||
TextShader(); |
||||
|
||||
/** @brief Set transformation and projection matrix */ |
||||
inline TextShader* setTransformationProjectionMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) { |
||||
AbstractTextShader<dimensions>::setUniform(transformationProjectionMatrixUniform, matrix); |
||||
return this; |
||||
} |
||||
|
||||
/** @brief Set text color */ |
||||
inline TextShader* setColor(const Color3<>& color) { |
||||
AbstractTextShader<dimensions>::setUniform(colorUniform, color); |
||||
return this; |
||||
} |
||||
|
||||
private: |
||||
GLint transformationProjectionMatrixUniform = 0, |
||||
colorUniform = 1; |
||||
}; |
||||
|
||||
/** @brief Two-dimensional text shader */ |
||||
typedef TextShader<2> TextShader2D; |
||||
|
||||
/** @brief Three-dimensional text shader */ |
||||
typedef TextShader<3> TextShader3D; |
||||
|
||||
}} |
||||
|
||||
#endif |
||||
@ -0,0 +1,27 @@
|
||||
#ifndef NEW_GLSL |
||||
#define in varying |
||||
#define fragmentColor gl_FragColor |
||||
#endif |
||||
|
||||
#ifdef EXPLICIT_UNIFORM_LOCATION |
||||
layout(location = 1) uniform vec3 color; |
||||
#else |
||||
uniform lowp vec3 color; |
||||
#endif |
||||
|
||||
#ifdef EXPLICIT_TEXTURE_LAYER |
||||
layout(binding = 16) uniform sampler2D fontTexture; |
||||
#else |
||||
uniform lowp sampler2D fontTexture; |
||||
#endif |
||||
|
||||
in vec2 fragmentTextureCoordinates; |
||||
|
||||
#ifdef NEW_GLSL |
||||
out vec4 fragmentColor; |
||||
#endif |
||||
|
||||
void main() { |
||||
lowp float intensity = texture(fontTexture, fragmentTextureCoordinates).r; |
||||
fragmentColor = vec4(intensity*color, intensity); |
||||
} |
||||
@ -0,0 +1,25 @@
|
||||
#ifndef NEW_GLSL |
||||
#define in attribute |
||||
#define out varying |
||||
#endif |
||||
|
||||
#ifdef EXPLICIT_UNIFORM_LOCATION |
||||
layout(location = 0) uniform mat3 transformationProjectionMatrix; |
||||
#else |
||||
uniform highp mat3 transformationProjectionMatrix; |
||||
#endif |
||||
|
||||
#ifdef EXPLICIT_ATTRIB_LOCATION |
||||
layout(location = 0) in highp vec3 position; |
||||
layout(location = 1) in mediump vec2 textureCoordinates; |
||||
#else |
||||
in highp vec3 position; |
||||
in mediump vec2 textureCoordinates; |
||||
#endif |
||||
|
||||
out vec2 fragmentTextureCoordinates; |
||||
|
||||
void main() { |
||||
gl_Position = vec4(transformationProjectionMatrix*position, 0.0).xywz; |
||||
fragmentTextureCoordinates = textureCoordinates; |
||||
} |
||||
Loading…
Reference in new issue