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605 lines
24 KiB
605 lines
24 KiB
#ifndef Magnum_Shaders_VertexColorGL_h |
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#define Magnum_Shaders_VertexColorGL_h |
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/* |
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This file is part of Magnum. |
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|
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022, 2023, 2024, 2025 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#ifdef MAGNUM_TARGET_GL |
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/** @file |
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* @brief Class @ref Magnum::Shaders::VertexColorGL, typedef @ref Magnum::Shaders::VertexColorGL2D, @ref Magnum::Shaders::VertexColorGL3D |
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* @m_since_latest |
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*/ |
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#endif |
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#include "Magnum/configure.h" |
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#ifdef MAGNUM_TARGET_GL |
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#include <Corrade/Utility/Move.h> |
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#include "Magnum/DimensionTraits.h" |
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#include "Magnum/GL/AbstractShaderProgram.h" |
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#include "Magnum/Shaders/GenericGL.h" |
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#include "Magnum/Shaders/glShaderWrapper.h" |
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#include "Magnum/Shaders/visibility.h" |
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namespace Magnum { namespace Shaders { |
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namespace Implementation { |
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enum class VertexColorGLFlag: UnsignedByte { |
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#ifndef MAGNUM_TARGET_GLES2 |
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UniformBuffers = 1 << 0, |
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#ifndef MAGNUM_TARGET_WEBGL |
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ShaderStorageBuffers = UniformBuffers|(1 << 2), |
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#endif |
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MultiDraw = UniformBuffers|(1 << 1) |
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#endif |
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}; |
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typedef Containers::EnumSet<VertexColorGLFlag> VertexColorGLFlags; |
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CORRADE_ENUMSET_OPERATORS(VertexColorGLFlags) |
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} |
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/** |
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@brief Vertex color OpenGL shader |
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@m_since_latest |
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Draws a vertex-colored mesh. You need to provide @ref Position and @ref Color3 |
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/ @ref Color4 attributes in your triangle mesh. By default, the shader renders |
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the mesh in an identity transformation. Use |
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@ref setTransformationProjectionMatrix() to configure the shader. |
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@image html shaders-vertexcolor.png width=256px |
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This shader is equivalent to @ref FlatGL with @ref FlatGL::Flag::VertexColor |
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enabled or to @ref PhongGL with zero lights and @ref PhongGL::Flag::VertexColor |
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enabled. However, the implementation is much simpler and thus likely also |
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faster. |
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Alpha / transparency is supported by the shader implicitly, but to have it |
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working on the framebuffer, you need to enable |
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@ref GL::Renderer::Feature::Blending and set up the blending function. See |
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@ref GL::Renderer::setBlendFunction() for details. |
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@note This class is available only if Magnum is compiled with |
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@ref MAGNUM_TARGET_GL enabled (done by default). See @ref building-features |
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for more information. |
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@section Shaders-VertexColorGL-example Example usage |
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Common mesh setup. The shader accepts either three- or four-component color |
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attribute, use either @ref Color3 or @ref Color4 to specify which one you use. |
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@snippet Shaders-gl.cpp VertexColorGL-usage1 |
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Common rendering setup: |
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@snippet Shaders-gl.cpp VertexColorGL-usage2 |
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@section Shaders-VertexColorGL-ubo Uniform buffers |
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See @ref shaders-usage-ubo for a high-level overview that applies to all |
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shaders. In this particular case, because the shader doesn't need a separate |
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projection and transformation matrix, a combined one is supplied via a |
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@ref TransformationProjectionUniform2D / @ref TransformationProjectionUniform3D |
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buffer bound with @ref bindTransformationProjectionBuffer(). This is also the |
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only buffer supplied, as there are no other draw parameters. A uniform buffer |
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setup equivalent to the above would look like this: |
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@snippet Shaders-gl.cpp VectorGL-ubo |
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For a multidraw workflow enable @ref Flag::MultiDraw and supply desired draw |
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count via @ref Configuration::setDrawCount(). The usage is similar for all |
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shaders, see @ref shaders-usage-multidraw for an example. |
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@requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} for uniform |
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buffers. |
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@requires_gl46 Extension @gl_extension{ARB,shader_draw_parameters} for |
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multidraw. |
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@requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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@requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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@requires_es_extension Extension @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) |
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(unlisted) for multidraw. |
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@requires_webgl_extension Extension @webgl_extension{ANGLE,multi_draw} for |
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multidraw. |
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@see @ref shaders, @ref VertexColorGL2D, @ref VertexColorGL3D |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColorGL: public GL::AbstractShaderProgram { |
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public: |
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class Configuration; |
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class CompileState; |
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/** |
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* @brief Vertex position |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,Vector2} in 2D, @relativeref{Magnum,Vector3} in |
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* 3D. |
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*/ |
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typedef typename GenericGL<dimensions>::Position Position; |
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/** |
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* @brief Three-component vertex color |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use |
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* either this or the @ref Color4 attribute. |
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*/ |
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typedef typename GenericGL<dimensions>::Color3 Color3; |
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/** |
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* @brief Four-component vertex color |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use |
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* either this or the @ref Color3 attribute. |
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*/ |
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typedef typename GenericGL<dimensions>::Color4 Color4; |
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enum: UnsignedInt { |
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/** |
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* Color shader output. @ref shaders-generic "Generic output", |
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* present always. Expects three- or four-component floating-point |
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* or normalized buffer attachment. |
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*/ |
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ColorOutput = GenericGL<dimensions>::ColorOutput |
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}; |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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/** |
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* @brief Flag |
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* @m_since{2020,06} |
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* |
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* @see @ref Flags, @ref flags(), @ref Configuration::setFlags() |
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*/ |
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enum class Flag: UnsignedByte { |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Use uniform buffers. Expects that uniform data are supplied via |
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* @ref bindTransformationProjectionBuffer() instead of direct |
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* uniform setters. |
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* @see @ref Flag::ShaderStorageBuffers |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES |
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* 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL |
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* 1.0. |
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* @m_since_latest |
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*/ |
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UniformBuffers = 1 << 0, |
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#ifndef MAGNUM_TARGET_WEBGL |
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/** |
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* Use shader storage buffers. Superset of functionality provided |
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* by @ref Flag::UniformBuffers, compared to it doesn't have any |
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* size limits on @relativeref{Configuration,setDrawCount()} in |
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* exchange for potentially more costly access and narrower |
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* platform support. |
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* @requires_gl43 Extension @gl_extension{ARB,shader_storage_buffer_object} |
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* @requires_gles31 Shader storage buffers are not available in |
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* OpenGL ES 3.0 and older. |
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* @requires_gles Shader storage buffers are not available in |
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* WebGL. |
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* @m_since_latest |
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*/ |
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ShaderStorageBuffers = UniformBuffers|(1 << 2), |
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#endif |
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/** |
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* Enable multidraw functionality. Implies @ref Flag::UniformBuffers |
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* and adds the value from @ref setDrawOffset() with the |
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* @glsl gl_DrawID @ce builtin, which makes draws submitted via |
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* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&) |
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* and related APIs pick up per-draw parameters directly, without |
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* having to rebind the uniform buffers or specify |
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* @ref setDrawOffset() before each draw. In a non-multidraw |
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* scenario, @glsl gl_DrawID @ce is @cpp 0 @ce, which means a |
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* shader with this flag enabled can be used for regular draws as |
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* well. |
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* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object} |
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* and @gl_extension{ARB,shader_draw_parameters} |
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* @requires_es_extension OpenGL ES 3.0 and extension |
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* @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) |
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* (unlisted). While the extension alone needs only OpenGL ES |
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* 2.0, the shader implementation relies on uniform buffers, |
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* which require OpenGL ES 3.0. |
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* @requires_webgl_extension WebGL 2.0 and extension |
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* @webgl_extension{ANGLE,multi_draw}. While the extension |
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* alone needs only WebGL 1.0, the shader implementation |
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* relies on uniform buffers, which require WebGL 2.0. |
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* @m_since_latest |
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*/ |
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MultiDraw = UniformBuffers|(1 << 1) |
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#endif |
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}; |
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/** |
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* @brief Flags |
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* @m_since{2020,06} |
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* |
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* @see @ref flags(), @ref Configuration::setFlags() |
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*/ |
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typedef Containers::EnumSet<Flag> Flags; |
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#else |
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/* Done this way to be prepared for possible future diversion of 2D |
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and 3D flags (e.g. introducing 3D-specific features) */ |
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typedef Implementation::VertexColorGLFlag Flag; |
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typedef Implementation::VertexColorGLFlags Flags; |
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#endif |
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/** |
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* @brief Compile asynchronously |
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* @m_since_latest |
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* |
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* Compared to @ref VertexColorGL(const Configuration&) can perform an |
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* asynchronous compilation and linking. See @ref shaders-async for |
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* more information. |
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* @see @ref VertexColorGL(CompileState&&) |
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*/ |
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/* Compared to the non-templated shaders like PhongGL or |
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MeshVisualizerGL2D using a forward declaration is fine here. Huh. */ |
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static CompileState compile(const Configuration& configuration = Configuration{}); |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** |
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* @brief Compile asynchronously |
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* @m_deprecated_since_latest Use @ref compile(const Configuration&) |
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* instead. |
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*/ |
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CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags); |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Compile for a multi-draw scenario asynchronously |
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* @m_deprecated_since_latest Use @ref compile(const Configuration&) |
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* instead. |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags, UnsignedInt drawCount); |
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#endif |
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#endif |
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/** |
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* @brief Constructor |
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* @m_since_latest |
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*/ |
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/* Compared to the non-templated shaders like PhongGL or |
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MeshVisualizerGL2D using a forward declaration is fine here. Huh. */ |
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explicit VertexColorGL(const Configuration& configuration = Configuration{}); |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** |
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* @brief Constructor |
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* @m_deprecated_since_latest Use @ref VertexColorGL(const Configuration&) |
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* instead. |
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*/ |
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explicit CORRADE_DEPRECATED("use VertexColorGL(const Configuration& instead") VertexColorGL(Flags flags); |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Construct for a multi-draw scenario |
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* @m_deprecated_since_latest Use @ref VertexColorGL(const Configuration&) |
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* instead. |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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explicit CORRADE_DEPRECATED("use VertexColorGL(const Configuration& instead") VertexColorGL(Flags flags, UnsignedInt drawCount); |
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#endif |
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#endif |
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/** |
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* @brief Finalize an asynchronous compilation |
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* @m_since_latest |
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* |
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* Takes an asynchronous compilation state returned by @ref compile() |
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* and forms a ready-to-use shader object. See @ref shaders-async for |
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* more information. |
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*/ |
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explicit VertexColorGL(CompileState&& state); |
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/** |
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* @brief Construct without creating the underlying OpenGL object |
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* |
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* The constructed instance is equivalent to a moved-from state. Useful |
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* in cases where you will overwrite the instance later anyway. Move |
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* another object over it to make it useful. |
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* |
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* This function can be safely used for constructing (and later |
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* destructing) objects even without any OpenGL context being active. |
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* However note that this is a low-level and a potentially dangerous |
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* API, see the documentation of @ref NoCreate for alternatives. |
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*/ |
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explicit VertexColorGL(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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VertexColorGL(const VertexColorGL<dimensions>&) = delete; |
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/** @brief Move constructor */ |
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VertexColorGL(VertexColorGL<dimensions>&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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VertexColorGL<dimensions>& operator=(const VertexColorGL<dimensions>&) = delete; |
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/** @brief Move assignment */ |
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VertexColorGL<dimensions>& operator=(VertexColorGL<dimensions>&&) noexcept = default; |
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/** |
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* @brief Flags |
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* |
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* @see @ref Configuration::setFlags() |
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*/ |
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Flags flags() const { return _flags; } |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Draw count |
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* @m_since_latest |
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* |
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* Statically defined size of each of the |
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* @ref TransformationProjectionUniform2D / |
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* @ref TransformationProjectionUniform3D uniform buffers bound with |
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* @ref bindTransformationProjectionBuffer(). Has use only if |
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* @ref Flag::UniformBuffers is set and @ref Flag::ShaderStorageBuffers |
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* is not set. |
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* @see @ref Configuration::setDrawCount() |
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* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
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* @requires_webgl20 Not defined on WebGL 1.0 builds. |
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*/ |
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UnsignedInt drawCount() const { return _drawCount; } |
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#endif |
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/** @{ |
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* @name Uniform setters |
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* |
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* Used only if @ref Flag::UniformBuffers is not set. |
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*/ |
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/** |
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* @brief Set transformation and projection matrix |
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* @return Reference to self (for method chaining) |
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* |
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* Default is an identity matrix. |
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* |
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
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* @ref TransformationProjectionUniform2D::transformationProjectionMatrix / |
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* @ref TransformationProjectionUniform3D::transformationProjectionMatrix |
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* and call @ref bindTransformationProjectionBuffer() instead. |
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*/ |
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VertexColorGL<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix); |
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/** |
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* @} |
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*/ |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @{ |
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* @name Uniform / shader storage buffer binding and related uniform setters |
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* |
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* Used if @ref Flag::UniformBuffers is set. |
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*/ |
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/** |
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* @brief Set a draw offset |
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* @return Reference to self (for method chaining) |
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* @m_since_latest |
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* |
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* Specifies which item in the @ref TransformationProjectionUniform2D / |
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* @ref TransformationProjectionUniform3D buffers bound with |
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* @ref bindTransformationProjectionBuffer() should be used for current |
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* draw. Expects that @ref Flag::UniformBuffers is set and @p offset is |
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* less than @ref drawCount(). Initial value is @cpp 0 @ce, if |
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* @ref drawCount() is @cpp 1 @ce, the function is a no-op as the |
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* shader assumes draw offset to be always zero. |
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* |
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* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this |
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* value, which makes each draw submitted via |
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* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&) |
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* pick up its own per-draw parameters. |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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VertexColorGL<dimensions>& setDrawOffset(UnsignedInt offset); |
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/** |
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* @brief Bind a transformation and projection uniform / shader storage buffer |
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* @return Reference to self (for method chaining) |
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* @m_since_latest |
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* |
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* Expects that @ref Flag::UniformBuffers is set. The buffer is |
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* expected to contain @ref drawCount() instances of |
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* @ref TransformationProjectionUniform2D / |
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* @ref TransformationProjectionUniform3D. |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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VertexColorGL<dimensions>& bindTransformationProjectionBuffer(GL::Buffer& buffer); |
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/** |
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* @overload |
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* @m_since_latest |
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*/ |
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VertexColorGL<dimensions>& bindTransformationProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
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/** |
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* @} |
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*/ |
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#endif |
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MAGNUM_GL_ABSTRACTSHADERPROGRAM_SUBCLASS_DRAW_IMPLEMENTATION(VertexColorGL<dimensions>) |
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private: |
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/* Creates the GL shader program object but does nothing else. |
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Internal, used by compile(). */ |
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explicit VertexColorGL(NoInitT); |
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Flags _flags; |
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#ifndef MAGNUM_TARGET_GLES2 |
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UnsignedInt _drawCount{}; |
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#endif |
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Int _transformationProjectionMatrixUniform{0}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/* Used instead of all other uniforms when Flag::UniformBuffers is set, |
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so it can alias them */ |
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Int _drawOffsetUniform{0}; |
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#endif |
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}; |
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/** |
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@brief Configuration |
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@m_since_latest |
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@see @ref VertexColorGL(const Configuration&), |
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@ref compile(const Configuration&) |
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*/ |
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template<UnsignedInt dimensions> class VertexColorGL<dimensions>::Configuration { |
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public: |
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explicit Configuration() = default; |
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/** @brief Flags */ |
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Flags flags() const { return _flags; } |
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/** |
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* @brief Set flags |
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* |
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* No flags are set by default. |
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* @see @ref VertexColorGL::flags() |
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*/ |
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Configuration& setFlags(Flags flags) { |
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_flags = flags; |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Draw count |
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* |
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* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
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* @requires_webgl20 Not defined on WebGL 1.0 builds. |
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*/ |
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UnsignedInt drawCount() const { return _drawCount; } |
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|
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/** |
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* @brief Set draw count |
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* |
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* If @ref Flag::UniformBuffers is set, describes size of a |
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* @ref TransformationProjectionUniform2D / |
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* @ref TransformationProjectionUniform3D buffer bound with |
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* @ref bindTransformationProjectionBuffer(). Uniform buffers have a |
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* statically defined size and |
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* @cpp count*sizeof(TransformationProjectionUniform2D) @ce /, |
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* @cpp count*sizeof(TransformationProjectionUniform3D) @ce has to be |
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* within @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
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* @ref Flag::ShaderStorageBuffers is set as well, the buffers are |
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* unbounded and @p count is ignored. The draw offset is set via |
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* @ref setDrawOffset(). Default value is @cpp 1 @ce. |
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* |
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* If @ref Flag::UniformBuffers isn't set, this value is ignored. |
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* @see @ref setFlags(), @ref VertexColorGL::drawCount() |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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Configuration& setDrawCount(UnsignedInt count) { |
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_drawCount = count; |
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return *this; |
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} |
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#endif |
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private: |
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Flags _flags; |
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#ifndef MAGNUM_TARGET_GLES2 |
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UnsignedInt _drawCount = 1; |
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#endif |
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}; |
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|
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/** |
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@brief Asynchronous compilation state |
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@m_since_latest |
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Returned by @ref compile(). See @ref shaders-async for more information. |
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*/ |
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template<UnsignedInt dimensions> class VertexColorGL<dimensions>::CompileState: public VertexColorGL<dimensions> { |
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/* Everything deliberately private except for the inheritance */ |
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friend class VertexColorGL; |
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explicit CompileState(NoCreateT): VertexColorGL{NoCreate}, _vert{NoCreate}, _frag{NoCreate} {} |
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explicit CompileState(VertexColorGL<dimensions>&& shader, GL::Shader&& vert, GL::Shader&& frag |
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#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
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, GL::Version version |
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#endif |
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): VertexColorGL<dimensions>{Utility::move(shader)}, _vert{Utility::move(vert)}, _frag{Utility::move(frag)} |
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#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
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, _version{version} |
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#endif |
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{} |
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Implementation::GLShaderWrapper _vert, _frag; |
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#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
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GL::Version _version; |
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#endif |
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}; |
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/** |
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@brief 2D vertex color OpenGL shader |
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@m_since_latest |
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@note This typedef is available only if Magnum is compiled with |
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@ref MAGNUM_TARGET_GL enabled (done by default). See @ref building-features |
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for more information. |
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*/ |
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typedef VertexColorGL<2> VertexColorGL2D; |
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/** |
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@brief 3D vertex color OpenGL shader |
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@m_since_latest |
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@note This typedef is available only if Magnum is compiled with |
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@ref MAGNUM_TARGET_GL enabled (done by default). See @ref building-features |
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for more information. |
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*/ |
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typedef VertexColorGL<3> VertexColorGL3D; |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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/** @debugoperatorclassenum{VertexColorGL,VertexColorGL::Flag} */ |
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, VertexColorGL<dimensions>::Flag value); |
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/** @debugoperatorclassenum{VertexColorGL,VertexColorGL::Flags} */ |
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, VertexColorGL<dimensions>::Flags value); |
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#else |
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namespace Implementation { |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, VertexColorGLFlag value); |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, VertexColorGLFlags value); |
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} |
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#endif |
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}} |
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#else |
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#error this header is available only in the OpenGL build |
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#endif |
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#endif
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