mirror of https://github.com/mosra/magnum.git
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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 "TextShader.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<std::uint8_t dimensions> struct ShaderName {}; |
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template<> struct ShaderName<2> { |
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constexpr static const char* vertex() { return "TextShader2D.vert"; } |
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constexpr static const char* fragment() { return "TextShader2D.frag"; } |
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}; |
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template<> struct ShaderName<3> { |
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constexpr static const char* vertex() { return "TextShader3D.vert"; } |
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constexpr static const char* fragment() { return "TextShader3D.frag"; } |
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}; |
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} |
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template<std::uint8_t dimensions> TextShader<dimensions>::TextShader() { |
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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(ShaderName<dimensions>::vertex())); |
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AbstractTextShader<dimensions>::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(ShaderName<dimensions>::fragment())); |
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AbstractTextShader<dimensions>::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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#else |
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if(!Context::current()->isVersionSupported(Version::GLES300)) { |
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#endif |
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AbstractTextShader<dimensions>::bindAttributeLocation(AbstractTextShader<dimensions>::Position::Location, "position"); |
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AbstractTextShader<dimensions>::bindAttributeLocation(AbstractTextShader<dimensions>::TextureCoordinates::Location, "textureCoordinates"); |
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} |
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AbstractTextShader<dimensions>::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 = AbstractTextShader<dimensions>::uniformLocation("transformationProjectionMatrix"); |
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colorUniform = AbstractTextShader<dimensions>::uniformLocation("color"); |
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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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AbstractTextShader<dimensions>::setUniform(AbstractTextShader<dimensions>::uniformLocation("fontTexture"), AbstractTextShader<dimensions>::FontTextureLayer); |
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#endif |
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} |
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template class TextShader<2>; |
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template class TextShader<3>; |
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}} |
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#ifndef Magnum_Shaders_TextShader_h |
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#define Magnum_Shaders_TextShader_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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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::TextShader |
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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 "AbstractTextShader.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 %Text shader |
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@see TextShader2D, TextShader3D |
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*/ |
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template<std::uint8_t dimensions> class MAGNUM_SHADERS_EXPORT TextShader: public AbstractTextShader<dimensions> { |
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public: |
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TextShader(); |
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/** @brief Set transformation and projection matrix */ |
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inline TextShader* setTransformationProjectionMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) { |
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AbstractTextShader<dimensions>::setUniform(transformationProjectionMatrixUniform, matrix); |
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return this; |
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} |
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/** @brief Set text color */ |
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inline TextShader* setColor(const Color3<>& color) { |
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AbstractTextShader<dimensions>::setUniform(colorUniform, color); |
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return this; |
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} |
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private: |
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GLint transformationProjectionMatrixUniform = 0, |
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colorUniform = 1; |
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}; |
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/** @brief Two-dimensional text shader */ |
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typedef TextShader<2> TextShader2D; |
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/** @brief Three-dimensional text shader */ |
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typedef TextShader<3> TextShader3D; |
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}} |
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#endif |
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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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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 1) uniform vec3 color; |
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#else |
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uniform lowp vec3 color; |
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#endif |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 16) uniform sampler2D fontTexture; |
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#else |
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uniform lowp sampler2D fontTexture; |
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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(fontTexture, fragmentTextureCoordinates).r; |
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fragmentColor = vec4(intensity*color, intensity); |
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} |
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#ifndef NEW_GLSL |
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#define in attribute |
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#define out varying |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) uniform mat3 transformationProjectionMatrix; |
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#else |
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uniform highp mat3 transformationProjectionMatrix; |
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#endif |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = 0) in highp vec3 position; |
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layout(location = 1) in mediump vec2 textureCoordinates; |
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#else |
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in highp vec3 position; |
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in mediump vec2 textureCoordinates; |
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#endif |
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out vec2 fragmentTextureCoordinates; |
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void main() { |
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gl_Position = vec4(transformationProjectionMatrix*position, 0.0).xywz; |
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fragmentTextureCoordinates = textureCoordinates; |
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} |
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