/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 Vladimír Vondruš Copyright © 2022 Vladislav Oleshko 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/GL/Texture.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #ifndef MAGNUM_TARGET_GLES2 #include #include #include "Magnum/GL/Buffer.h" #endif #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" namespace Magnum { namespace Shaders { using namespace Containers::Literals; namespace { enum: Int { TextureUnit = 6 }; #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, DrawBufferBinding = 2, TextureTransformationBufferBinding = 3, MaterialBufferBinding = 4 }; #endif } template typename DistanceFieldVectorGL::CompileState DistanceFieldVectorGL::compile(const Configuration& configuration) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.materialCount(), "Shaders::DistanceFieldVectorGL: material count can't be zero", CompileState{NoCreate}); CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.drawCount(), "Shaders::DistanceFieldVectorGL: draw count can't be zero", CompileState{NoCreate}); #endif #ifndef MAGNUM_TARGET_GLES if(configuration.flags() >= Flag::UniformBuffers) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); #endif #ifndef MAGNUM_TARGET_GLES2 if(configuration.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"_s)) importShaderResources(); #endif Utility::Resource rs("MagnumShadersGL"_s); 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); vert.addSource(configuration.flags() & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n"_s : ""_s) .addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n"_s : "#define THREE_DIMENSIONS\n"_s); #ifndef MAGNUM_TARGET_GLES2 if(configuration.flags() >= Flag::UniformBuffers) { vert.addSource(Utility::format( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n", configuration.drawCount())); vert.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); } #endif vert.addSource(rs.getString("generic.glsl"_s)) .addSource(rs.getString("Vector.vert"_s)) .submitCompile(); GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); #ifndef MAGNUM_TARGET_GLES2 if(configuration.flags() >= Flag::UniformBuffers) { frag.addSource(Utility::format( "#define UNIFORM_BUFFERS\n" "#define MATERIAL_COUNT {}\n" "#define DRAW_COUNT {}\n", configuration.materialCount(), configuration.drawCount())); frag.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); } #endif frag.addSource(rs.getString("generic.glsl"_s)) .addSource(rs.getString("DistanceFieldVector.frag"_s)) .submitCompile(); DistanceFieldVectorGL out{NoInit}; out._flags = configuration.flags(); #ifndef MAGNUM_TARGET_GLES2 out._materialCount = configuration.materialCount(); out._drawCount = configuration.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"_s); out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"_s); } #endif out.submitLink(); return CompileState{std::move(out), std::move(vert), std::move(frag) #ifndef MAGNUM_TARGET_GLES , version #endif }; } #ifdef MAGNUM_BUILD_DEPRECATED template typename DistanceFieldVectorGL::CompileState DistanceFieldVectorGL::compile(const Flags flags) { return compile(Configuration{} .setFlags(flags)); } #ifndef MAGNUM_TARGET_GLES2 template typename DistanceFieldVectorGL::CompileState DistanceFieldVectorGL::compile(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount) { return compile(Configuration{} .setFlags(flags) .setMaterialCount(materialCount) .setDrawCount(drawCount)); } #endif #endif template DistanceFieldVectorGL::DistanceFieldVectorGL(CompileState&& state): DistanceFieldVectorGL{static_cast(std::move(state))} { #ifdef CORRADE_GRACEFUL_ASSERT /* When graceful assertions fire from within compile(), we get a NoCreate'd CompileState. Exiting makes it possible to test the assert. */ if(!id()) return; #endif CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)})); #ifndef MAGNUM_TARGET_GLES const GL::Context& context = GL::Context::current(); if(!context.isExtensionSupported(state._version)) #endif { #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"_s); } else #endif { _transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"_s); if(_flags & Flag::TextureTransformation) _textureMatrixUniform = uniformLocation("textureMatrix"_s); _colorUniform = uniformLocation("color"_s); _outlineColorUniform = uniformLocation("outlineColor"_s); _outlineRangeUniform = uniformLocation("outlineRange"_s); _smoothnessUniform = uniformLocation("smoothness"_s); } } #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(state._version)) #endif { setUniform(uniformLocation("vectorTexture"_s), TextureUnit); #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { setUniformBlockBinding(uniformBlockIndex("TransformationProjection"_s), TransformationProjectionBufferBinding); setUniformBlockBinding(uniformBlockIndex("Draw"_s), DrawBufferBinding); setUniformBlockBinding(uniformBlockIndex("Material"_s), MaterialBufferBinding); if(_flags & Flag::TextureTransformation) setUniformBlockBinding(uniformBlockIndex("TextureTransformation"_s), TextureTransformationBufferBinding); } #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}); 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(const Configuration& configuration): DistanceFieldVectorGL{compile(configuration)} {} #ifdef MAGNUM_BUILD_DEPRECATED template DistanceFieldVectorGL::DistanceFieldVectorGL(const Flags flags): DistanceFieldVectorGL{compile(Configuration{} .setFlags(flags))} {} #ifndef MAGNUM_TARGET_GLES2 template DistanceFieldVectorGL::DistanceFieldVectorGL(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount): DistanceFieldVectorGL{compile(Configuration{} .setFlags(flags) .setMaterialCount(materialCount) .setDrawCount(drawCount))} {} #endif #endif template DistanceFieldVectorGL::DistanceFieldVectorGL(NoInitT) {} template DistanceFieldVectorGL& DistanceFieldVectorGL::setTransformationProjectionMatrix(const MatrixTypeFor& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setTextureMatrix(const Matrix3& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); #endif CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); setUniform(_textureMatrixUniform, matrix); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setColor(const Color4& color) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setColor(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_colorUniform, color); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setOutlineColor(const Color4& color) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setOutlineColor(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_outlineColorUniform, color); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setOutlineRange(Float start, Float end) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setOutlineRange(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_outlineRangeUniform, Vector2(start, end)); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setSmoothness(Float value) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setSmoothness(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_smoothnessUniform, value); return *this; } #ifndef MAGNUM_TARGET_GLES2 template DistanceFieldVectorGL& DistanceFieldVectorGL::setDrawOffset(const UnsignedInt offset) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(offset < _drawCount, "Shaders::DistanceFieldVectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); if(_drawCount > 1) setUniform(_drawOffsetUniform, offset); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTransformationProjectionBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindDrawBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTextureTransformationBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindMaterialBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); return *this; } #endif template DistanceFieldVectorGL& DistanceFieldVectorGL::bindVectorTexture(GL::Texture2D& texture) { texture.bind(TextureUnit); return *this; } template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<2>; template class MAGNUM_SHADERS_EXPORT 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) #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 DistanceFieldVectorGLFlags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::DistanceFieldVectorGL::Flags{}", { DistanceFieldVectorGLFlag::TextureTransformation, #ifndef MAGNUM_TARGET_GLES2 DistanceFieldVectorGLFlag::MultiDraw, /* Superset of UniformBuffers */ DistanceFieldVectorGLFlag::UniformBuffers #endif }); } } }}