/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 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 "VertexColorGL.h" #include #include #include #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #ifndef MAGNUM_TARGET_GLES2 #include #include "Magnum/GL/Buffer.h" #endif #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" namespace Magnum { namespace Shaders { namespace { #ifndef MAGNUM_TARGET_GLES2 enum: Int { /* Not using the zero binding to avoid conflicts with ProjectionBufferBinding from other shaders which can likely stay bound to the same buffer for the whole time */ TransformationProjectionBufferBinding = 1 }; #endif } template typename VertexColorGL::CompileState VertexColorGL::compile(const Flags flags #ifndef MAGNUM_TARGET_GLES2 , const UnsignedInt drawCount #endif ) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount, "Shaders::VertexColorGL: draw count can't be zero", CompileState{NoCreate}); #endif #ifndef MAGNUM_TARGET_GLES if(flags >= Flag::UniformBuffers) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); #endif #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::MultiDraw) { #ifndef MAGNUM_TARGET_GLES MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); #elif !defined(MAGNUM_TARGET_WEBGL) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); #else MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); #endif } #endif #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShadersGL")) importShaderResources(); #endif Utility::Resource rs("MagnumShadersGL"); const GL::Context& context = GL::Context::current(); #ifndef MAGNUM_TARGET_GLES const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); #else const GL::Version version = context.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(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n"); #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { vert.addSource(Utility::formatString( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n", drawCount)); vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); } #endif vert.addSource(rs.getString("generic.glsl")) .addSource(rs.getString("VertexColor.vert")); frag.addSource(rs.getString("generic.glsl")) .addSource(rs.getString("VertexColor.frag")); vert.submitCompile(); frag.submitCompile(); VertexColorGL out{NoInit}; out._flags = flags; #ifndef MAGNUM_TARGET_GLES2 out._drawCount = drawCount; #endif out.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(!context.isExtensionSupported(version)) #endif { out.bindAttributeLocation(Position::Location, "position"); out.bindAttributeLocation(Color3::Location, "color"); /* Color4 is the same */ } #endif out.submitLink(); return CompileState{std::move(out), std::move(vert), std::move(frag), version}; } template VertexColorGL::VertexColorGL(CompileState&& state): VertexColorGL{static_cast(std::move(state))} { if(!id()) return; CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink()); const GL::Context& context = GL::Context::current(); const GL::Version version = state._version; #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"); } else #endif { _transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); } } #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers #ifndef MAGNUM_TARGET_GLES && !context.isExtensionSupported(version) #endif ) { setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding); } #endif /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { /* Draw offset is zero by default */ } else #endif { setTransformationProjectionMatrix(MatrixTypeFor{Math::IdentityInit}); } #endif static_cast(context); static_cast(version); } template VertexColorGL::VertexColorGL(const Flags flags): VertexColorGL{compile(flags)} {} #ifndef MAGNUM_TARGET_GLES2 template typename VertexColorGL::CompileState VertexColorGL::compile(const Flags flags) { return compile(flags, 1); } template VertexColorGL::VertexColorGL(const Flags flags, const UnsignedInt drawCount): VertexColorGL{compile(flags, drawCount)} {} #endif template VertexColorGL::VertexColorGL(NoInitT) {} template VertexColorGL& VertexColorGL::setTransformationProjectionMatrix(const MatrixTypeFor& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::VertexColorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } #ifndef MAGNUM_TARGET_GLES2 template VertexColorGL& VertexColorGL::setDrawOffset(const UnsignedInt offset) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::VertexColorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(offset < _drawCount, "Shaders::VertexColorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); if(_drawCount > 1) setUniform(_drawOffsetUniform, offset); return *this; } template VertexColorGL& VertexColorGL::bindTransformationProjectionBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::VertexColorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); return *this; } template VertexColorGL& VertexColorGL::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::VertexColorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); return *this; } #endif template class MAGNUM_SHADERS_EXPORT VertexColorGL<2>; template class MAGNUM_SHADERS_EXPORT VertexColorGL<3>; namespace Implementation { Debug& operator<<(Debug& debug, const VertexColorGLFlag value) { debug << "Shaders::VertexColorGL::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case VertexColorGLFlag::v: return debug << "::" #v; #ifndef MAGNUM_TARGET_GLES2 _c(UniformBuffers) _c(MultiDraw) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedByte(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const VertexColorGLFlags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::VertexColorGL::Flags{}", { #ifndef MAGNUM_TARGET_GLES2 VertexColorGLFlag::MultiDraw, /* Superset of UniformBuffers */ VertexColorGLFlag::UniformBuffers #endif }); } } }}