/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "DistanceFieldVectorGL.h" #include #include #include #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Shader.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" namespace Magnum { namespace Shaders { template DistanceFieldVectorGL::DistanceFieldVectorGL(const Flags flags): _flags{flags} { #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShadersGL")) importShaderResources(); #endif Utility::Resource rs("MagnumShadersGL"); #ifndef MAGNUM_TARGET_GLES const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); #else const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); #endif GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "") .addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n") .addSource(rs.get("generic.glsl")) .addSource(rs.get("AbstractVector.vert")); frag.addSource(rs.get("generic.glsl")) .addSource(rs.get("DistanceFieldVector.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); GL::AbstractShaderProgram::attachShaders({vert, frag}); /* ES3 has this done in the shader directly */ #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported(version)) #endif { GL::AbstractShaderProgram::bindAttributeLocation(AbstractVectorGL::Position::Location, "position"); GL::AbstractShaderProgram::bindAttributeLocation(AbstractVectorGL::TextureCoordinates::Location, "textureCoordinates"); } #endif CORRADE_INTERNAL_ASSERT_OUTPUT(GL::AbstractShaderProgram::link()); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported(version)) #endif { _transformationProjectionMatrixUniform = GL::AbstractShaderProgram::uniformLocation("transformationProjectionMatrix"); if(flags & Flag::TextureTransformation) _textureMatrixUniform = GL::AbstractShaderProgram::uniformLocation("textureMatrix"); _colorUniform = GL::AbstractShaderProgram::uniformLocation("color"); _outlineColorUniform = GL::AbstractShaderProgram::uniformLocation("outlineColor"); _outlineRangeUniform = GL::AbstractShaderProgram::uniformLocation("outlineRange"); _smoothnessUniform = GL::AbstractShaderProgram::uniformLocation("smoothness"); } #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported(version)) #endif { GL::AbstractShaderProgram::setUniform(GL::AbstractShaderProgram::uniformLocation("vectorTexture"), AbstractVectorGL::VectorTextureUnit); } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES setTransformationProjectionMatrix(MatrixTypeFor{Math::IdentityInit}); if(flags & Flag::TextureTransformation) setTextureMatrix(Matrix3{Math::IdentityInit}); setColor(Color4{1.0f}); /* Outline color is zero by default */ setOutlineRange(0.5f, 1.0f); setSmoothness(0.04f); #endif } template DistanceFieldVectorGL& DistanceFieldVectorGL::setTransformationProjectionMatrix(const MatrixTypeFor& matrix) { GL::AbstractShaderProgram::setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setTextureMatrix(const Matrix3& matrix) { CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); GL::AbstractShaderProgram::setUniform(_textureMatrixUniform, matrix); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setColor(const Color4& color) { GL::AbstractShaderProgram::setUniform(_colorUniform, color); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setOutlineColor(const Color4& color) { GL::AbstractShaderProgram::setUniform(_outlineColorUniform, color); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setOutlineRange(Float start, Float end) { GL::AbstractShaderProgram::setUniform(_outlineRangeUniform, Vector2(start, end)); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setSmoothness(Float value) { GL::AbstractShaderProgram::setUniform(_smoothnessUniform, value); return *this; } template class DistanceFieldVectorGL<2>; template class DistanceFieldVectorGL<3>; namespace Implementation { Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlag value) { debug << "Shaders::DistanceFieldVectorGL::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case DistanceFieldVectorGLFlag::v: return debug << "::" #v; _c(TextureTransformation) #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedByte(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::DistanceFieldVectorGL::Flags{}", { DistanceFieldVectorGLFlag::TextureTransformation }); } } }}