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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
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 <Corrade/Containers/EnumSet.hpp>
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/Reference.h>
#include <Corrade/Utility/FormatStl.h>
#include <Corrade/Utility/Resource.h>
#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/GL/Texture.h"
#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
namespace Magnum { namespace Shaders {
namespace {
enum: Int {
/* First four taken by Phong (A/D/S/N) */
ColorMapTextureUnit = 4
};
}
namespace Implementation {
MeshVisualizerBase::MeshVisualizerBase(FlagsBase flags): _flags{flags} {
#ifndef MAGNUM_TARGET_GLES2
#ifndef CORRADE_NO_ASSERT
Int countMutuallyExclusive = 0;
if(flags & FlagBase::InstancedObjectId) ++countMutuallyExclusive;
if(flags & FlagBase::VertexId) ++countMutuallyExclusive;
if(flags & FlagBase::PrimitiveIdFromVertexId) ++countMutuallyExclusive;
#endif
CORRADE_ASSERT(countMutuallyExclusive <= 1,
"Shaders::MeshVisualizer: Flag::InstancedObjectId, Flag::VertexId and Flag::PrimitiveId are mutually exclusive", );
#endif
#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
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
if(_flags & FlagBase::PrimitiveId && !(_flags >= FlagBase::PrimitiveIdFromVertexId)) {
#ifndef MAGNUM_TARGET_GLES
MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL320);
#else
MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GLES320);
#endif
}
#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});
/* Extended in MeshVisualizer3D for TBN visualization */
CORRADE_INTERNAL_ASSERT(!(_flags & FlagBase::Wireframe) || _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});
/* Extended in MeshVisualizer3D for TBN visualization */
CORRADE_INTERNAL_ASSERT(!(_flags & FlagBase::Wireframe) || _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" : "")
#ifndef MAGNUM_TARGET_GLES2
.addSource(_flags & FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "")
.addSource(_flags & FlagBase::VertexId ? "#define VERTEX_ID\n" : "")
.addSource(_flags >= FlagBase::PrimitiveIdFromVertexId ? "#define PRIMITIVE_ID_FROM_VERTEX_ID\n" : "")
#endif
#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" : "")
#ifndef MAGNUM_TARGET_GLES2
.addSource(_flags & FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "")
.addSource(_flags & FlagBase::VertexId ? "#define VERTEX_ID\n" : "")
.addSource(_flags & FlagBase::PrimitiveId ?
(_flags >= FlagBase::PrimitiveIdFromVertexId ?
"#define PRIMITIVE_ID_FROM_VERTEX_ID\n" :
"#define PRIMITIVE_ID\n") : "")
#endif
;
return version;
}
MeshVisualizerBase& MeshVisualizerBase::setColor(const Color4& color) {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(_flags & (FlagBase::Wireframe|FlagBase::InstancedObjectId|FlagBase::VertexId|FlagBase::PrimitiveId),
"Shaders::MeshVisualizer::setColor(): the shader was not created with wireframe or object/vertex/primitive ID enabled", *this);
#else
CORRADE_ASSERT(_flags & FlagBase::Wireframe,
"Shaders::MeshVisualizer::setColor(): the shader was not created with wireframe enabled", *this);
#endif
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;
}
#ifndef MAGNUM_TARGET_GLES2
MeshVisualizerBase& MeshVisualizerBase::setColorMapTransformation(const Float offset, const Float scale) {
CORRADE_ASSERT(_flags & (FlagBase::InstancedObjectId|FlagBase::VertexId|FlagBase::PrimitiveId),
"Shaders::MeshVisualizer::setColorMapTransformation(): the shader was not created with object/vertex/primitive ID enabled", *this);
setUniform(_colorMapOffsetScaleUniform, Vector2{offset, scale});
return *this;
}
MeshVisualizerBase& MeshVisualizerBase::bindColorMapTexture(GL::Texture2D& texture) {
CORRADE_ASSERT(_flags & (FlagBase::InstancedObjectId|FlagBase::VertexId|FlagBase::PrimitiveId),
"Shaders::MeshVisualizer::bindColorMapTexture(): the shader was not created with object/vertex/primitive ID enabled", *this);
texture.bind(ColorMapTextureUnit);
return *this;
}
#endif
}
MeshVisualizer2D::MeshVisualizer2D(const Flags flags): Implementation::MeshVisualizerBase{Implementation::MeshVisualizerBase::FlagBase(UnsignedShort(flags))} {
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(flags & ((Flag::Wireframe|Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId) & ~Flag::NoGeometryShader),
"Shaders::MeshVisualizer2D: at least one visualization feature has to be enabled", );
#else
CORRADE_ASSERT(flags & (Flag::Wireframe & ~Flag::NoGeometryShader),
"Shaders::MeshVisualizer2D: at least Flag::Wireframe has to be enabled", );
#endif
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")
/* Pass NO_GEOMETRY_SHADER not only when NoGeometryShader but also when
nothing actually needs it, as that makes checks much simpler in
the vertex shader code */
.addSource((flags & Flag::NoGeometryShader) || !(flags & Flag::Wireframe) ?
"#define NO_GEOMETRY_SHADER\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<GL::Shader> 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(_flags & FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "")
.addSource(_flags & FlagBase::VertexId ? "#define VERTEX_ID\n" : "")
.addSource(_flags & FlagBase::PrimitiveId ?
(_flags >= FlagBase::PrimitiveIdFromVertexId ?
"#define PRIMITIVE_ID_FROM_VERTEX_ID\n" :
"#define PRIMITIVE_ID\n") : "")
.addSource(rs.get("MeshVisualizer.geom"));
}
#else
static_cast<void>(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<GL::Extensions::ARB::explicit_attrib_location>(version))
#endif
{
bindAttributeLocation(Position::Location, "position");
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::InstancedObjectId)
bindAttributeLocation(ObjectId::Location, "instanceObjectId");
#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<GL::Extensions::ARB::explicit_uniform_location>(version))
#endif
{
_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix");
if(flags & (Flag::Wireframe
#ifndef MAGNUM_TARGET_GLES2
|Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId
#endif
))
_colorUniform = uniformLocation("color");
if(flags & Flag::Wireframe) {
_wireframeColorUniform = uniformLocation("wireframeColor");
_wireframeWidthUniform = uniformLocation("wireframeWidth");
_smoothnessUniform = uniformLocation("smoothness");
if(!(flags & Flag::NoGeometryShader))
_viewportSizeUniform = uniformLocation("viewportSize");
}
#ifndef MAGNUM_TARGET_GLES2
if(flags & (Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) {
_colorMapOffsetScaleUniform = uniformLocation("colorMapOffsetScale");
setUniform(uniformLocation("colorMapTexture"), ColorMapTextureUnit);
}
#endif
}
/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
#ifdef MAGNUM_TARGET_GLES
setTransformationProjectionMatrix({});
if(flags & (Flag::Wireframe
#ifndef MAGNUM_TARGET_GLES2
|Flag::InstancedObjectId|Flag::PrimitiveIdFromVertexId
#endif
))
setColor(Color3(1.0f));
if(flags & Flag::Wireframe) {
/* Viewport size is zero by default */
setWireframeColor(Color3{0.0f});
setWireframeWidth(1.0f);
setSmoothness(2.0f);
}
#ifndef MAGNUM_TARGET_GLES2
if(flags & (Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId))
setColorMapTransformation(1.0f/512.0f, 1.0f/256.0f);
#endif
#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(UnsignedShort(flags))} {
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
CORRADE_ASSERT(flags & ((Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection|Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId) & ~Flag::NoGeometryShader),
"Shaders::MeshVisualizer3D: at least one visualization feature has to be enabled", );
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", );
#elif !defined(MAGNUM_TARGET_GLES2)
CORRADE_ASSERT(flags & ((Flag::Wireframe|Flag::InstancedObjectId|Flag::PrimitiveIdFromVertexId) & ~Flag::NoGeometryShader),
"Shaders::MeshVisualizer3D: at least one visualization feature has to be enabled", );
#else
CORRADE_ASSERT(flags & (Flag::Wireframe & ~Flag::NoGeometryShader),
"Shaders::MeshVisualizer3D: at least Flag::Wireframe has to be enabled", );
#endif
Utility::Resource rs{"MagnumShaders"};
GL::Shader vert{NoCreate};
GL::Shader frag{NoCreate};
const GL::Version version = setupShaders(vert, frag, rs);
/* Expands the check done for wireframe in MeshVisualizerBase with TBN */
#ifndef MAGNUM_TARGET_GLES
CORRADE_INTERNAL_ASSERT(!(flags & (Flag::NormalDirection|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection)) || version >= GL::Version::GL320);
#elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
CORRADE_INTERNAL_ASSERT(!(flags & (Flag::NormalDirection|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection)) || version >= GL::Version::GLES310);
#endif
vert.addSource("#define THREE_DIMENSIONS\n")
/* Pass NO_GEOMETRY_SHADER not only when NoGeometryShader but also when
nothing actually needs it, as that makes checks much simpler in
the vertex shader code */
.addSource((flags & Flag::NoGeometryShader) || !(flags & (Flag::Wireframe
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection|Flag::NormalDirection
#endif
)) ? "#define NO_GEOMETRY_SHADER\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<GL::Shader> 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 & FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "")
.addSource(_flags & FlagBase::VertexId ? "#define VERTEX_ID\n" : "")
.addSource(_flags & FlagBase::PrimitiveId ?
(_flags >= FlagBase::PrimitiveIdFromVertexId ?
"#define PRIMITIVE_ID_FROM_VERTEX_ID\n" :
"#define PRIMITIVE_ID\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<void>(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<GL::Extensions::ARB::explicit_attrib_location>(version))
#endif
{
bindAttributeLocation(Position::Location, "position");
#ifndef MAGNUM_TARGET_GLES2
if(flags >= Flag::InstancedObjectId)
bindAttributeLocation(ObjectId::Location, "instanceObjectId");
#endif
#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<GL::Extensions::ARB::explicit_uniform_location>(version))
#endif
{
_transformationMatrixUniform = uniformLocation("transformationMatrix");
_projectionMatrixUniform = uniformLocation("projectionMatrix");
if(flags & (Flag::Wireframe
#ifndef MAGNUM_TARGET_GLES2
|Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId
#endif
))
_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");
}
#ifndef MAGNUM_TARGET_GLES2
if(flags & (Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) {
_colorMapOffsetScaleUniform = uniformLocation("colorMapOffsetScale");
setUniform(uniformLocation("colorMapTexture"), ColorMapTextureUnit);
}
#endif
#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({});
if(flags & (Flag::Wireframe
#ifndef MAGNUM_TARGET_GLES2
|Flag::InstancedObjectId|Flag::PrimitiveIdFromVertexId
#endif
))
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);
}
#ifndef MAGNUM_TARGET_GLES2
if(flags & (Flag::InstancedObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId))
setColorMapTransformation(1.0f/512.0f, 1.0f/256.0f);
#endif
#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)
#ifndef MAGNUM_TARGET_GLES2
_c(InstancedObjectId)
_c(VertexId)
#ifndef MAGNUM_TARGET_WEBGL
_c(PrimitiveId)
#endif
_c(PrimitiveIdFromVertexId)
#endif
#undef _c
/* LCOV_EXCL_STOP */
}
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(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
#ifndef MAGNUM_TARGET_GLES2
_c(InstancedObjectId)
_c(VertexId)
#ifndef MAGNUM_TARGET_WEBGL
_c(PrimitiveId)
#endif
_c(PrimitiveIdFromVertexId)
#endif
#undef _c
/* LCOV_EXCL_STOP */
}
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(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,
#ifndef MAGNUM_TARGET_GLES2
MeshVisualizer2D::Flag::InstancedObjectId,
MeshVisualizer2D::Flag::VertexId,
MeshVisualizer2D::Flag::PrimitiveIdFromVertexId, /* Superset of PrimitiveId */
#ifndef MAGNUM_TARGET_WEBGL
MeshVisualizer2D::Flag::PrimitiveId
#endif
#endif
});
}
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,
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
MeshVisualizer3D::Flag::TangentDirection,
MeshVisualizer3D::Flag::BitangentFromTangentDirection,
MeshVisualizer3D::Flag::BitangentDirection,
MeshVisualizer3D::Flag::NormalDirection,
#endif
#ifndef MAGNUM_TARGET_GLES2
MeshVisualizer3D::Flag::InstancedObjectId,
MeshVisualizer3D::Flag::VertexId,
MeshVisualizer3D::Flag::PrimitiveIdFromVertexId, /* Superset of PrimitiveId */
#ifndef MAGNUM_TARGET_WEBGL
MeshVisualizer3D::Flag::PrimitiveId
#endif
#endif
});
}
}}