/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 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 "MeshVisualizer.h" #include #include #include #include #include #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Shader.h" #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" namespace Magnum { namespace Shaders { namespace Implementation { MeshVisualizerBase::MeshVisualizerBase(FlagsBase flags): _flags{flags} { #ifndef MAGNUM_TARGET_GLES2 if(_flags & FlagBase::Wireframe && !(_flags & FlagBase::NoGeometryShader)) { #ifndef MAGNUM_TARGET_GLES MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL320); MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::geometry_shader4); #elif !defined(MAGNUM_TARGET_WEBGL) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::geometry_shader); #endif } #else if(_flags & FlagBase::Wireframe) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::OES::standard_derivatives); #endif #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShaders")) importShaderResources(); #endif } GL::Version MeshVisualizerBase::setupShaders(GL::Shader& vert, GL::Shader& frag, const Utility::Resource& rs) const { #ifndef MAGNUM_TARGET_GLES const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); CORRADE_INTERNAL_ASSERT(!_flags || _flags & FlagBase::NoGeometryShader || version >= GL::Version::GL320); #elif !defined(MAGNUM_TARGET_WEBGL) const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES310, GL::Version::GLES300, GL::Version::GLES200}); CORRADE_INTERNAL_ASSERT(!_flags || _flags & FlagBase::NoGeometryShader || version >= GL::Version::GLES310); #else const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); #endif vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); vert.addSource(_flags & FlagBase::Wireframe ? "#define WIREFRAME_RENDERING\n" : "") .addSource(_flags & FlagBase::NoGeometryShader ? "#define NO_GEOMETRY_SHADER\n" : "") #ifdef MAGNUM_TARGET_WEBGL .addSource("#define SUBSCRIPTING_WORKAROUND\n") #elif defined(MAGNUM_TARGET_GLES2) .addSource(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::Angle ? "#define SUBSCRIPTING_WORKAROUND\n" : "") #endif ; frag.addSource(_flags & FlagBase::Wireframe ? "#define WIREFRAME_RENDERING\n" : "") .addSource(_flags & FlagBase::NoGeometryShader ? "#define NO_GEOMETRY_SHADER\n" : ""); return version; } MeshVisualizerBase& MeshVisualizerBase::setColor(const Color4& color) { setUniform(_colorUniform, color); return *this; } MeshVisualizerBase& MeshVisualizerBase::setWireframeColor(const Color4& color) { CORRADE_ASSERT(_flags & FlagBase::Wireframe, "Shaders::MeshVisualizer::setWireframeColor(): the shader was not created with wireframe enabled", *this); setUniform(_wireframeColorUniform, color); return *this; } MeshVisualizerBase& MeshVisualizerBase::setWireframeWidth(const Float width) { CORRADE_ASSERT(_flags & FlagBase::Wireframe, "Shaders::MeshVisualizer::setWireframeWidth(): the shader was not created with wireframe enabled", *this); setUniform(_wireframeWidthUniform, width); return *this; } } MeshVisualizer2D::MeshVisualizer2D(const Flags flags): Implementation::MeshVisualizerBase{Implementation::MeshVisualizerBase::FlagBase(UnsignedByte(flags))} { Utility::Resource rs{"MagnumShaders"}; GL::Shader vert{NoCreate}; GL::Shader frag{NoCreate}; const GL::Version version = setupShaders(vert, frag, rs); vert.addSource("#define TWO_DIMENSIONS\n") .addSource(rs.get("generic.glsl")) .addSource(rs.get("MeshVisualizer.vert")); frag.addSource(rs.get("generic.glsl")) .addSource(rs.get("MeshVisualizer.frag")); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) Containers::Optional geom; if(flags & Flag::Wireframe && !(flags & Flag::NoGeometryShader)) { geom = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Geometry); (*geom) .addSource("#define WIREFRAME_RENDERING\n#define MAX_VERTICES 3\n") .addSource(rs.get("MeshVisualizer.geom")); } #else static_cast(version); #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(geom) CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, *geom, frag})); else #endif CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); attachShaders({vert, frag}); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(geom) attachShader(*geom); #endif /* 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 { bindAttributeLocation(Position::Location, "position"); #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isVersionSupported(GL::Version::GL310)) #endif { bindAttributeLocation(VertexIndex::Location, "vertexIndex"); } #endif } #endif CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported(version)) #endif { _transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); _colorUniform = uniformLocation("color"); if(flags & Flag::Wireframe) { _wireframeColorUniform = uniformLocation("wireframeColor"); _wireframeWidthUniform = uniformLocation("wireframeWidth"); _smoothnessUniform = uniformLocation("smoothness"); if(!(flags & Flag::NoGeometryShader)) _viewportSizeUniform = uniformLocation("viewportSize"); } } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES setTransformationProjectionMatrix({}); setColor(Color3(1.0f)); if(flags & Flag::Wireframe) { /* Viewport size is zero by default */ setWireframeColor(Color3{0.0f}); setWireframeWidth(1.0f); setSmoothness(2.0f); } #endif } MeshVisualizer2D& MeshVisualizer2D::setViewportSize(const Vector2& size) { /* Not asserting here, since the relation to wireframe is a bit vague. Also it's an ugly hack that should be removed, ideally. */ if(flags() & Flag::Wireframe && !(flags() & Flag::NoGeometryShader)) setUniform(_viewportSizeUniform, size); return *this; } MeshVisualizer2D& MeshVisualizer2D::setTransformationProjectionMatrix(const Matrix3& matrix) { setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } MeshVisualizer2D& MeshVisualizer2D::setSmoothness(const Float smoothness) { /* This is a bit vaguely related but less vague than setViewportSize() so asserting in this case. */ CORRADE_ASSERT(flags() & Flag::Wireframe, "Shaders::MeshVisualizer2D::setSmoothness(): the shader was not created with wireframe enabled", *this); setUniform(_smoothnessUniform, smoothness); return *this; } MeshVisualizer3D::MeshVisualizer3D(const Flags flags): Implementation::MeshVisualizerBase{Implementation::MeshVisualizerBase::FlagBase(UnsignedByte(flags))} { #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) CORRADE_ASSERT(!(flags & Flag::NoGeometryShader && flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)), "Shaders::MeshVisualizer3D: geometry shader has to be enabled when rendering TBN direction", ); CORRADE_ASSERT(!(flags & Flag::BitangentDirection && flags & Flag::BitangentFromTangentDirection), "Shaders::MeshVisualizer3D: Flag::BitangentDirection and Flag::BitangentFromTangentDirection are mutually exclusive", ); #endif Utility::Resource rs{"MagnumShaders"}; GL::Shader vert{NoCreate}; GL::Shader frag{NoCreate}; const GL::Version version = setupShaders(vert, frag, rs); vert.addSource("#define THREE_DIMENSIONS\n") #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) .addSource(flags & Flag::TangentDirection ? "#define TANGENT_DIRECTION\n" : "") .addSource(flags & Flag::BitangentFromTangentDirection ? "#define BITANGENT_FROM_TANGENT_DIRECTION\n" : "") .addSource(flags & Flag::BitangentDirection ? "#define BITANGENT_DIRECTION\n" : "") .addSource(flags & Flag::NormalDirection ? "#define NORMAL_DIRECTION\n" : "") #endif .addSource(rs.get("generic.glsl")) .addSource(rs.get("MeshVisualizer.vert")); frag #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) .addSource(flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) ? "#define TBN_DIRECTION\n" : "") #endif .addSource(rs.get("generic.glsl")) .addSource(rs.get("MeshVisualizer.frag")); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) Containers::Optional geom; if(flags & (Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) && !(flags & Flag::NoGeometryShader)) { Int maxVertices = 0; if(flags & Flag::Wireframe) maxVertices += 3; if(flags & Flag::TangentDirection) maxVertices += 3*6; if(flags & (Flag::BitangentDirection|Flag::BitangentFromTangentDirection)) maxVertices += 3*6; if(flags & Flag::NormalDirection) maxVertices += 3*6; geom = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Geometry); (*geom) .addSource(Utility::formatString("#define MAX_VERTICES {}\n", maxVertices)) .addSource(flags & Flag::Wireframe ? "#define WIREFRAME_RENDERING\n" : "") .addSource(flags & Flag::TangentDirection ? "#define TANGENT_DIRECTION\n" : "") .addSource(flags & (Flag::BitangentDirection|Flag::BitangentFromTangentDirection) ? "#define BITANGENT_DIRECTION\n" : "") .addSource(flags & Flag::NormalDirection ? "#define NORMAL_DIRECTION\n" : "") .addSource(rs.get("MeshVisualizer.geom")); } #else static_cast(version); #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(geom) CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, *geom, frag})); else #endif CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); attachShaders({vert, frag}); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(geom) attachShader(*geom); #endif /* 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 { bindAttributeLocation(Position::Location, "position"); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(flags & Flag::TangentDirection || flags & Flag::BitangentFromTangentDirection) bindAttributeLocation(Tangent4::Location, "tangent"); if(flags & Flag::BitangentDirection) bindAttributeLocation(Bitangent::Location, "bitangent"); if(flags & Flag::NormalDirection || flags & Flag::BitangentFromTangentDirection) bindAttributeLocation(Normal::Location, "normal"); #endif #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isVersionSupported(GL::Version::GL310)) #endif { bindAttributeLocation(VertexIndex::Location, "vertexIndex"); } #endif } #endif CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported(version)) #endif { _transformationMatrixUniform = uniformLocation("transformationMatrix"); _projectionMatrixUniform = uniformLocation("projectionMatrix"); _colorUniform = uniformLocation("color"); if(flags & Flag::Wireframe) { _wireframeColorUniform = uniformLocation("wireframeColor"); _wireframeWidthUniform = uniformLocation("wireframeWidth"); } if(flags & (Flag::Wireframe #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection #endif )) { _smoothnessUniform = uniformLocation("smoothness"); if(!(flags & Flag::NoGeometryShader)) _viewportSizeUniform = uniformLocation("viewportSize"); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) { _normalMatrixUniform = uniformLocation("normalMatrix"); _lineWidthUniform = uniformLocation("lineWidth"); _lineLengthUniform = uniformLocation("lineLength"); } #endif } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES setTransformationMatrix({}); setProjectionMatrix({}); setColor(Color3(1.0f)); if(flags & Flag::Wireframe) { /* Viewport size is zero by default */ setWireframeColor(Color3{0.0f}); setWireframeWidth(1.0f); } if(flags & (Flag::Wireframe #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection #endif )) { setSmoothness(2.0f); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(flags & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) { setNormalMatrix({}); setLineWidth(1.0f); setLineLength(1.0f); } #endif #endif } MeshVisualizer3D& MeshVisualizer3D::setTransformationMatrix(const Matrix4& matrix) { setUniform(_transformationMatrixUniform, matrix); return *this; } MeshVisualizer3D& MeshVisualizer3D::setProjectionMatrix(const Matrix4& matrix) { setUniform(_projectionMatrixUniform, matrix); return *this; } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) MeshVisualizer3D& MeshVisualizer3D::setNormalMatrix(const Matrix3x3& matrix) { CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection), "Shaders::MeshVisualizer3D::setNormalMatrix(): the shader was not created with TBN direction enabled", *this); setUniform(_normalMatrixUniform, matrix); return *this; } #endif MeshVisualizer3D& MeshVisualizer3D::setViewportSize(const Vector2& size) { /* Not asserting here, since the relation to wireframe is a bit vague. Also it's an ugly hack that should be removed, ideally. */ if((flags() & Flag::Wireframe && !(flags() & Flag::NoGeometryShader)) #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) || flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) #endif ) setUniform(_viewportSizeUniform, size); return *this; } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) MeshVisualizer3D& MeshVisualizer3D::setLineWidth(const Float width) { CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection), "Shaders::MeshVisualizer3D::setLineWidth(): the shader was not created with TBN direction enabled", *this); setUniform(_lineWidthUniform, width); return *this; } MeshVisualizer3D& MeshVisualizer3D::setLineLength(const Float length) { CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection), "Shaders::MeshVisualizer3D::setLineLength(): the shader was not created with TBN direction enabled", *this); setUniform(_lineLengthUniform, length); return *this; } #endif MeshVisualizer3D& MeshVisualizer3D::setSmoothness(const Float smoothness) { #ifndef CORRADE_NO_ASSERT /* This is a bit vaguely related but less vague than setViewportSize() so asserting in this case. */ #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) constexpr Flags allowed = Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection; #else constexpr Flags allowed = Flag::Wireframe; #endif CORRADE_ASSERT(flags() & allowed, "Shaders::MeshVisualizer3D::setSmoothness(): the shader was not created with wireframe or TBN direction enabled", *this); #endif setUniform(_smoothnessUniform, smoothness); return *this; } Debug& operator<<(Debug& debug, const MeshVisualizer2D::Flag value) { debug << "Shaders::MeshVisualizer2D::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case MeshVisualizer2D::Flag::v: return debug << "::" #v; _c(NoGeometryShader) _c(Wireframe) #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedByte(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const MeshVisualizer3D::Flag value) { debug << "Shaders::MeshVisualizer3D::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case MeshVisualizer3D::Flag::v: return debug << "::" #v; _c(NoGeometryShader) _c(Wireframe) #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) _c(TangentDirection) _c(BitangentFromTangentDirection) _c(BitangentDirection) _c(NormalDirection) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedByte(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const MeshVisualizer2D::Flags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::MeshVisualizer2D::Flags{}", { MeshVisualizer2D::Flag::Wireframe, /* Wireframe contains this on ES2 so it's not reported there */ MeshVisualizer2D::Flag::NoGeometryShader }); } Debug& operator<<(Debug& debug, const MeshVisualizer3D::Flags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::MeshVisualizer3D::Flags{}", { MeshVisualizer3D::Flag::Wireframe, /* Wireframe contains this on ES2 so it's not reported there */ MeshVisualizer3D::Flag::NoGeometryShader }); } }}