/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017 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. */ namespace Magnum { /** @page shaders Builtin shaders @brief Overview and basic usage of builtin shaders. @tableofcontents @m_footernavigation Magnum contains a set of general-purpose shaders for easy prototyping, UI rendering and data visualization/debugging in both 2D and 3D scenes. The following shaders are available, see documentation of each class for sample output and example setup: - @ref Shaders::Flat "Shaders::Flat*D" --- flat shading using single color or texture - @ref Shaders::Vector "Shaders::Vector*D" --- colored vector graphics - @ref Shaders::DistanceFieldVector "Shaders::DistanceFieldVector*D" -- colored and outlined vector graphics - @ref Shaders::VertexColor "Shaders::VertexColor*D" --- vertex-colored meshes - @ref Shaders::Phong --- Phong shading using colors or textures, 3D only - @ref Shaders::MeshVisualizer --- wireframe visualization, 3D only All the builtin shaders can be used on unextended OpenGL 2.1 and OpenGL ES 2.0 / WebGL 1.0, but they try to use the most recent technology available to have them as efficient as possible on every configuration. @section shaders-usage Usage Shader usage is divided into two parts: configuring vertex attributes in the mesh and configuring the shader itself. Each shader expects some set of vertex attributes, thus when adding vertex buffer into the mesh, you need to specify which shader attributes are on which position in the buffer. See @ref Mesh::addVertexBuffer() for details and usage examples. Example mesh configuration for @ref Shaders::Phong shader: @code{.cpp} struct Vertex { Vector3 position; Vector3 normal; Vector2 textureCoordinates; }; Vertex data[] = { ... }; Buffer vertices; vertices.setData(data, BufferUsage::StaticDraw); Mesh mesh; mesh.addVertexBuffer(vertices, 0, Shaders::Phong::Position{}, Shaders::Phong::Normal{}, Shaders::Phong::TextureCoordinates{}); @endcode Each shader then has its own set of configuration functions. Some configuration is static, specified commonly as flags in constructor, directly affecting compiled shader code. Other configuration is specified through uniforms and various binding points, commonly exposed through various setters. Example configuration and rendering using @ref Shaders::Phong : @code{.cpp} Matrix4 transformationMatrix, projectionMatrix; Texture2D diffuseTexture, specularTexture; Shaders::Phong shader{Shaders::Phong::DiffuseTexture}; shader.setDiffuseTexture(diffuseTexture) .setLightPosition({5.0f, 5.0f, 7.0f}) .setTransformationMatrix(transformationMatrix) .setNormalMatrix(transformationMatrix.rotation()) .setProjectionMatrix(projectionMatrix); mesh.draw(shader); @endcode @section shaders-generic Generic vertex attributes Many shaders share the same vertex attribute definitions, such as positions, normals, texture coordinates etc. It's thus possible to configure the mesh for *generic* shader and then render it with any compatible shader. Definition of generic attributes is available in @ref Shaders::Generic class. Configuration of the above mesh using generic attributes could then look like this: @code{.cpp} mesh.addVertexBuffer(vertices, 0, Shaders::Generic3D::Position{}, Shaders::Generic3D::Normal{}, Shaders::Generic3D::TextureCoordinates{}); @endcode Note that in this particular case both configurations are equivalent, because @ref Shaders::Phong also uses generic vertex attribute definitions. Then you can render the mesh using @ref Shaders::Phong shader like above, or use for example @ref Shaders::Flat3D or even @ref Shaders::MeshVisualizer with the same mesh reconfiguration. The unused attributes will be simply ignored. @code{.cpp} Shaders::MeshVisualizer visualizerShader{Shaders::MeshVisualizer::Wireframe}; visualizerShader.setColor(Color3::fromHSV(216.0_degf, 0.85f, 1.0f)) .setWireframeColor(Color3{0.95f}) .setViewportSize(defaultFramebuffer.viewport().size()) .setTransformationProjectionMatrix(projectionMatrix*transformationMatrix); mesh.draw(visualizerShader); @endcode The @ref MeshTools::compile() utility configures meshes using generic vertex attribute definitions to make them usable with any shader. */ }