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3440 lines
157 KiB
3440 lines
157 KiB
#ifndef Magnum_Shaders_MeshVisualizerGL_h |
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#define Magnum_Shaders_MeshVisualizerGL_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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|
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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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|
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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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|
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#ifdef MAGNUM_TARGET_GL |
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/** @file |
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* @brief Class @ref Magnum::Shaders::MeshVisualizerGL2D, @ref Magnum::Shaders::MeshVisualizerGL3D |
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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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|
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#ifdef MAGNUM_TARGET_GL |
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#include <Corrade/Utility/Move.h> |
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#include <Corrade/Utility/Utility.h> |
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|
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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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#ifndef MAGNUM_TARGET_GLES2 |
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#include <initializer_list> |
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#endif |
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|
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namespace Magnum { namespace Shaders { |
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namespace Implementation { |
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class MAGNUM_SHADERS_EXPORT MeshVisualizerGLBase: public GL::AbstractShaderProgram { |
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protected: |
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enum class FlagBase: UnsignedInt { |
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/* Unlike the public Wireframe flag, this one doesn't include |
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NoGeometryShader on ES2 as that would make the checks too |
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complex */ |
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Wireframe = 1 << 0, |
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NoGeometryShader = 1 << 1, |
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InstancedTransformation = 1 << 13, |
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#ifndef MAGNUM_TARGET_GLES2 |
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ObjectId = 1 << 12, |
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InstancedObjectId = (1 << 2)|ObjectId, |
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ObjectIdTexture = 1 << 14, |
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TextureTransformation = 1 << 15, |
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InstancedTextureOffset = (1 << 16)|TextureTransformation, |
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VertexId = 1 << 3, |
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PrimitiveId = 1 << 4, |
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId, |
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/* bit 6, 7, 8, 9 used by 3D-specific TBN visualization */ |
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UniformBuffers = 1 << 10, |
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ShaderStorageBuffers = UniformBuffers|(1 << 19), |
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MultiDraw = UniformBuffers|(1 << 11), |
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TextureArrays = 1 << 17, |
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DynamicPerVertexJointCount = 1 << 18 |
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#endif |
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}; |
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typedef Containers::EnumSet<FlagBase> FlagsBase; |
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CORRADE_ENUMSET_FRIEND_OPERATORS(FlagsBase) |
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explicit MeshVisualizerGLBase(NoInitT) {} |
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|
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explicit MeshVisualizerGLBase(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {} |
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|
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static MAGNUM_SHADERS_LOCAL void assertExtensions(const FlagsBase flags); |
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static MAGNUM_SHADERS_LOCAL GL::Version setupShaders(GL::Shader& vert, GL::Shader& frag, const Utility::Resource& rs, const FlagsBase flags |
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#ifndef MAGNUM_TARGET_GLES2 |
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, UnsignedInt dimensions, UnsignedInt jointCount, UnsignedInt perVertexJointCount, UnsignedInt secondaryPerVertexJointCount, UnsignedInt materialCount, UnsignedInt drawCount |
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#ifndef MAGNUM_TARGET_WEBGL |
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, UnsignedInt perInstanceJointCountUniform, UnsignedInt perVertexJointCountUniform |
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#endif |
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#endif |
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); |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& setPerVertexJointCount(UnsignedInt count, UnsignedInt secondaryCount); |
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MeshVisualizerGLBase& setTextureMatrix(const Matrix3& matrix); |
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MeshVisualizerGLBase& setTextureLayer(UnsignedInt layer); |
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MeshVisualizerGLBase& setObjectId(UnsignedInt id); |
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#endif |
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MeshVisualizerGLBase& setColor(const Color4& color); |
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MeshVisualizerGLBase& setWireframeColor(const Color4& color); |
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MeshVisualizerGLBase& setWireframeWidth(Float width); |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& setColorMapTransformation(Float offset, Float scale); |
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MeshVisualizerGLBase& setPerInstanceJointCount(UnsignedInt count); |
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MeshVisualizerGLBase& setDrawOffset(UnsignedInt offset); |
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MeshVisualizerGLBase& bindColorMapTexture(GL::Texture2D& texture); |
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MeshVisualizerGLBase& bindObjectIdTexture(GL::Texture2D& texture); |
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MeshVisualizerGLBase& bindObjectIdTexture(GL::Texture2DArray& texture); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& bindTextureTransformationBuffer(GL::Buffer& buffer); |
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MeshVisualizerGLBase& bindTextureTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
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MeshVisualizerGLBase& bindMaterialBuffer(GL::Buffer& buffer); |
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MeshVisualizerGLBase& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
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MeshVisualizerGLBase& bindJointBuffer(GL::Buffer& buffer); |
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MeshVisualizerGLBase& bindJointBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
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#endif |
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FlagsBase _flags; |
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#ifndef MAGNUM_TARGET_GLES2 |
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UnsignedInt _jointCount{}, |
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_perVertexJointCount{}, |
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_secondaryPerVertexJointCount{}, |
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_materialCount{}, |
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_drawCount{}; |
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#endif |
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Int _viewportSizeUniform{0}, |
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_colorUniform{1}, |
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_wireframeColorUniform{2}, |
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_wireframeWidthUniform{3}, |
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_smoothnessUniform{4}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int _colorMapOffsetScaleUniform{5}, |
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_objectIdUniform{6}, |
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_textureMatrixUniform{7}, |
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_textureLayerUniform{8}, |
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/* 9 to 13 different between MeshVisualizerGL2D and |
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MeshVisualizerGL3D */ |
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_jointMatricesUniform{14}, |
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_perInstanceJointCountUniform, /* 14 + jointCount */ |
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/* Used instead of all other uniforms except viewportSize when |
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Flag::UniformBuffers is set, so it can alias them */ |
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_drawOffsetUniform{1}, |
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_perVertexJointCountUniform; /* 15 + jointCount, or 2 with UBOs */ |
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#endif |
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}; |
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} |
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/** |
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@brief 2D mesh visualization OpenGL shader |
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@m_since_latest |
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Visualizes wireframe, per-vertex/per-instance object ID or primitive ID of 2D |
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meshes. You need to provide the @ref Position attribute in your triangle mesh. |
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Use @ref setTransformationProjectionMatrix(), @ref setColor() and others to |
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configure the shader. |
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@m_class{m-row} |
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@parblock |
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-nopadt m-nopadx} |
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@image html shaders-meshvisualizer2d.png width=256px |
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@m_enddiv |
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-nopadt m-nopadx} |
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@image html shaders-meshvisualizer2d-primitiveid.png width=256px |
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@m_enddiv |
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@endparblock |
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The shader expects that you enable wireframe visualization by passing an |
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appropriate @ref Flag to @ref Configuration::setFlags() --- there's no default |
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behavior with nothing enabled. The shader is a 2D variant of |
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@ref MeshVisualizerGL3D with mostly identical workflow. See its documentation |
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for more information, workflows that differ are shown below. |
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|
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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-MeshVisualizerGL2D-instancing Instanced rendering |
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Enabling @ref Flag::InstancedTransformation will turn the shader into an |
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instanced one. It'll take per-instance transformation from the |
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@ref TransformationMatrix attribute, applying it before the matrix set by |
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@ref setTransformationProjectionMatrix(). The snippet below shows adding a |
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buffer with per-instance transformation to a mesh: |
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@snippet Shaders-gl.cpp MeshVisualizerGL2D-usage-instancing |
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If @ref Flag::ObjectIdTexture is used and @ref Flag::InstancedTextureOffset is |
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enabled, the @ref TextureOffset attribute (or @ref TextureOffsetLayer in case |
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@ref Flag::TextureArrays is enabled as well) then can supply per-instance |
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texture offset (or offset and layer). |
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@requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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@requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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@gl_extension{EXT,instanced_arrays} or @gl_extension{NV,instanced_arrays} |
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in OpenGL ES 2.0. |
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@requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} in WebGL |
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1.0. |
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@section Shaders-MeshVisualizerGL2D-ubo Uniform buffers |
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Unlike with @ref Shaders-MeshVisualizerGL2D-ubo "uniform buffers in the 3D variant", |
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because the shader doesn't need a separate projection and transformation |
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matrix, a combined one is supplied via a @ref TransformationProjectionUniform2D |
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buffer bound with @ref bindTransformationProjectionBuffer(), and |
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a trimmed-down @ref MeshVisualizerDrawUniform2D is used instead of |
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@ref MeshVisualizerDrawUniform3D. The rest is the same. |
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*/ |
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class MAGNUM_SHADERS_EXPORT MeshVisualizerGL2D: public Implementation::MeshVisualizerGLBase { |
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public: |
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/* MSVC needs dllexport here as well */ |
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class MAGNUM_SHADERS_EXPORT 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}. |
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*/ |
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typedef typename GenericGL2D::Position Position; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @copydoc MeshVisualizerGL3D::TextureCoordinates */ |
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typedef GenericGL2D::TextureCoordinates TextureCoordinates; |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Joint ids |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,Vector4ui}. |
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* Used only if @ref perVertexJointCount() isn't @cpp 0 @ce. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Skinning requires integer support in shaders, which |
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* is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Skinning requires integer support in shaders, |
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* which is not available in WebGL 1.0. |
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*/ |
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typedef GenericGL3D::JointIds JointIds; |
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/** |
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* @brief Weights |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,Vector4}. Used only if |
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* @ref perVertexJointCount() isn't @cpp 0 @ce. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Skinning requires integer support in shaders, which |
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* is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Skinning requires integer support in shaders, |
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* which is not available in WebGL 1.0. |
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*/ |
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typedef GenericGL3D::Weights Weights; |
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|
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/** |
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* @brief Secondary joint ids |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,Vector4ui}. Used only if |
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* @ref secondaryPerVertexJointCount() isn't @cpp 0 @ce. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Skinning requires integer support in shaders, which |
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* is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Skinning requires integer support in shaders, |
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* which is not available in WebGL 1.0. |
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*/ |
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typedef GenericGL3D::SecondaryJointIds SecondaryJointIds; |
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/** |
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* @brief Secondary weights |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,Vector4}. Used only if |
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* @ref secondaryPerVertexJointCount() isn't @cpp 0 @ce. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Skinning requires integer support in shaders, which |
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* is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Skinning requires integer support in shaders, |
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* which is not available in WebGL 1.0. |
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*/ |
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typedef GenericGL3D::SecondaryWeights SecondaryWeights; |
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#endif |
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/** @copydoc MeshVisualizerGL3D::VertexIndex */ |
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typedef GL::Attribute<4, Float> VertexIndex; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief (Instanced) object ID |
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* @m_since{2020,06} |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,UnsignedInt}. Used only if |
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* @ref Flag::InstancedObjectId is set. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Object ID output requires integer support in |
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* shaders, which is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Object ID output requires integer support in |
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* shaders, which is not available in WebGL 1.0. |
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*/ |
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typedef GenericGL2D::ObjectId ObjectId; |
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#endif |
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/** |
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* @brief (Instanced) transformation matrix |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @relativeref{Magnum,Matrix3}. Used only if |
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* @ref Flag::InstancedTransformation is set. |
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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* @gl_extension{EXT,instanced_arrays} or |
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
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* in WebGL 1.0. |
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*/ |
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typedef GenericGL2D::TransformationMatrix TransformationMatrix; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @copydoc MeshVisualizerGL3D::TextureOffset */ |
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typedef typename GenericGL2D::TextureOffset TextureOffset; |
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|
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/** @copydoc MeshVisualizerGL3D::TextureOffsetLayer */ |
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typedef typename GenericGL2D::TextureOffsetLayer TextureOffsetLayer; |
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#endif |
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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 = GenericGL2D::ColorOutput |
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}; |
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/** |
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* @brief Flag |
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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: UnsignedInt { |
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/** |
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* Visualize wireframe. On OpenGL ES 2.0 and WebGL this also |
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* enables @ref Flag::NoGeometryShader. |
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*/ |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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Wireframe = 1 << 0, |
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#else |
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Wireframe = (1 << 0) | (1 << 1), |
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#endif |
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/** |
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* Don't use a geometry shader for wireframe visualization. If |
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* enabled, you might need to provide also the @ref VertexIndex |
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* attribute in the mesh. On OpenGL ES 2.0 and WebGL enabled |
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* alongside @ref Flag::Wireframe. |
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*/ |
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NoGeometryShader = 1 << 1, |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Visualize object ID set via @ref setObjectId() or |
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* @ref MeshVisualizerDrawUniform2D::objectId. Since the ID is |
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* uniform for the whole draw, this feature is mainly useful in |
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* multidraw scenarios or when combined with |
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* @ref Flag::InstancedObjectId. Mutually exclusive with |
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* @ref Flag::VertexId and @ref Flag::PrimitiveId. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Object ID input requires integer support in |
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* shaders, which is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Object ID input requires integer support in |
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* shaders, which is not available in WebGL 1.0. |
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* @m_since_latest |
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*/ |
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ObjectId = 1 << 12, |
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|
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/** |
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* Visualize instanced object ID. You need to provide the |
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* @ref ObjectId attribute in the mesh, which then gets summed with |
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* the ID coming from @ref setObjectId() or |
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* @ref MeshVisualizerDrawUniform2D::objectId. Implicitly enables |
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* @ref Flag::ObjectId. Mutually exclusive with @ref Flag::VertexId |
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* and @ref Flag::PrimitiveId. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Object ID input requires integer support in |
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* shaders, which is not available in OpenGL ES 2.0. |
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* @requires_webgl20 Object ID input requires integer support in |
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* shaders, which is not available in WebGL 1.0. |
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* @m_since{2020,06} |
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*/ |
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InstancedObjectId = (1 << 2)|ObjectId, |
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|
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/** |
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* Object ID texture. Retrieves object IDs from a texture bound |
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* with @ref bindObjectIdTexture(), outputting a sum of the object |
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* ID texture, the ID coming from @ref setObjectId() or |
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* @ref MeshVisualizerDrawUniform2D::objectId and possibly also the |
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* per-vertex ID, if @ref Flag::InstancedObjectId is enabled as |
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* well. Implicitly enables @ref Flag::ObjectId. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Object ID input requires integer support in |
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* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
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* shaders, which is not available in WebGL 1.0. |
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* @m_since_latest |
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*/ |
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ObjectIdTexture = (1 << 14)|ObjectId, |
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|
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/** @copydoc MeshVisualizerGL3D::Flag::VertexId */ |
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VertexId = 1 << 3, |
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|
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#ifndef MAGNUM_TARGET_WEBGL |
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/** @copydoc MeshVisualizerGL3D::Flag::PrimitiveId */ |
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PrimitiveId = 1 << 4, |
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#endif |
|
|
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/** @copydoc MeshVisualizerGL3D::Flag::PrimitiveIdFromVertexId */ |
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#ifndef MAGNUM_TARGET_WEBGL |
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId, |
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#else |
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PrimitiveIdFromVertexId = (1 << 5)|(1 << 4), |
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#endif |
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#endif |
|
|
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/** |
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* Instanced transformation. Retrieves a per-instance |
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* transformation matrix from the @ref TransformationMatrix |
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* attribute and uses it together with the matrix coming from |
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* @ref setTransformationProjectionMatrix() or |
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* @ref TransformationProjectionUniform2D::transformationProjectionMatrix |
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* (first the per-instance, then the uniform matrix). See |
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* @ref Shaders-MeshVisualizerGL2D-instancing for more information. |
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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* @gl_extension{EXT,instanced_arrays} or |
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0. |
|
* @m_since_latest |
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*/ |
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InstancedTransformation = 1 << 13, |
|
|
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#ifndef MAGNUM_TARGET_GLES2 |
|
/** @copydoc MeshVisualizerGL3D::Flag::TextureTransformation */ |
|
TextureTransformation = 1 << 15, |
|
|
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/** |
|
* Instanced texture offset for an object ID texture. Retrieves a |
|
* per-instance offset vector from the @ref TextureOffset attribute |
|
* and uses it together with the matrix coming from |
|
* @ref setTextureMatrix() or |
|
* @ref TextureTransformationUniform::rotationScaling and |
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* @ref TextureTransformationUniform::offset (first the |
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* per-instance vector, then the uniform matrix). Instanced texture |
|
* scaling and rotation is not supported at the moment, you can |
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* specify that only via the uniform @ref setTextureMatrix(). |
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* Implicitly enables @ref Flag::TextureTransformation. See |
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* @ref Shaders-MeshVisualizerGL3D-instancing for more information. |
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* |
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* If @ref Flag::TextureArrays is set as well, a three-component |
|
* @ref TextureOffsetLayer attribute can be used instead of |
|
* @ref TextureOffset to specify per-instance texture layer, which |
|
* gets added to the uniform layer numbers set by |
|
* @ref setTextureLayer() or |
|
* @ref TextureTransformationUniform::layer. |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4} and |
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* @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
* @todoc rewrite the ext requirements once we have more textures |
|
*/ |
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InstancedTextureOffset = (1 << 16)|TextureTransformation, |
|
#endif |
|
|
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#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Use uniform buffers. Expects that uniform data are supplied via |
|
* @ref bindTransformationProjectionBuffer(), @ref bindDrawBuffer() |
|
* and @ref bindMaterialBuffer() instead of direct uniform setters. |
|
* @see @ref Flag::ShaderStorageBuffers |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES |
|
* 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL |
|
* 1.0. |
|
* @m_since_latest |
|
*/ |
|
UniformBuffers = 1 << 10, |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* Use shader storage buffers. Superset of functionality provided |
|
* by @ref Flag::UniformBuffers, compared to it doesn't have any |
|
* size limits on @ref Configuration::setJointCount(), |
|
* @relativeref{Configuration,setMaterialCount()} and |
|
* @relativeref{Configuration,setDrawCount()} in exchange for |
|
* potentially more costly access and narrower platform support. |
|
* @requires_gl43 Extension @gl_extension{ARB,shader_storage_buffer_object} |
|
* @requires_gles31 Shader storage buffers are not available in |
|
* OpenGL ES 3.0 and older. |
|
* @requires_gles Shader storage buffers are not available in |
|
* WebGL. |
|
* @m_since_latest |
|
*/ |
|
ShaderStorageBuffers = UniformBuffers|(1 << 19), |
|
#endif |
|
|
|
/** |
|
* Enable multidraw functionality. Implies @ref Flag::UniformBuffers |
|
* and combines the value from @ref setDrawOffset() with the |
|
* @glsl gl_DrawID @ce builtin, which makes draws submitted via |
|
* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&) |
|
* and related APIs pick up per-draw parameters directly, without |
|
* having to rebind the uniform buffers or specify |
|
* @ref setDrawOffset() before each draw. In a non-multidraw |
|
* scenario, @glsl gl_DrawID @ce is @cpp 0 @ce, which means a |
|
* shader with this flag enabled can be used for regular draws as |
|
* well. |
|
* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* and @gl_extension{ARB,shader_draw_parameters} |
|
* @requires_es_extension OpenGL ES 3.0 and extension |
|
* @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) |
|
* (unlisted). While the extension alone needs only OpenGL ES |
|
* 2.0, the shader implementation relies on uniform buffers, |
|
* which require OpenGL ES 3.0. |
|
* @requires_webgl_extension WebGL 2.0 and extension |
|
* @webgl_extension{ANGLE,multi_draw}. While the extension |
|
* alone needs only WebGL 1.0, the shader implementation |
|
* relies on uniform buffers, which require WebGL 2.0. |
|
* @m_since_latest |
|
*/ |
|
MultiDraw = UniformBuffers|(1 << 11), |
|
|
|
/** @copydoc MeshVisualizerGL3D::Flag::TextureArrays */ |
|
TextureArrays = 1 << 17, |
|
|
|
/** |
|
* Dynamic per-vertex joint count for skinning. Uses only the first |
|
* M / N primary / secondary components defined by |
|
* @ref setPerVertexJointCount() instead of |
|
* all primary / secondary components defined by |
|
* @ref Configuration::setJointCount() at shader compilation time. |
|
* Useful in order to avoid having a shader permutation defined for |
|
* every possible joint count. Unfortunately it's not possible to |
|
* make use of default values for unspecified input components as |
|
* the last component is always @cpp 1.0 @ce instead of |
|
* @cpp 0.0 @ce, on the other hand dynamically limiting the joint |
|
* count can reduce the time spent executing the vertex shader |
|
* compared to going through the full set of per-vertex joints |
|
* always. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, |
|
* which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
*/ |
|
DynamicPerVertexJointCount = 1 << 18, |
|
#endif |
|
}; |
|
|
|
/** |
|
* @brief Flags |
|
* |
|
* @see @ref flags(), @ref Configuration::setFlags() |
|
*/ |
|
typedef Containers::EnumSet<Flag> Flags; |
|
|
|
/** |
|
* @brief Compile asynchronously |
|
* @m_since_latest |
|
* |
|
* Compared to @ref MeshVisualizerGL2D(const Configuration&) can |
|
* perform an asynchronous compilation and linking. See |
|
* @ref shaders-async for more information. |
|
* @see @ref MeshVisualizerGL2D(CompileState&&) |
|
*/ |
|
/* No default value, consistently with MeshVisualizerGL2D(Configuration) */ |
|
static CompileState compile(const Configuration& configuration); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Compile asynchronously |
|
* @m_deprecated_since_latest Use @ref compile(const Configuration&) |
|
* instead. |
|
*/ |
|
CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Compile for a multi-draw scenario asynchronously |
|
* @m_deprecated_since_latest Use @ref compile(const Configuration&) |
|
* instead. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); |
|
#endif |
|
#endif |
|
|
|
/** |
|
* @brief Constructor |
|
* @m_since_latest |
|
*/ |
|
/* No default value, as at least one Flag has to be set */ |
|
explicit MeshVisualizerGL2D(const Configuration& configuration); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Constructor |
|
* @m_deprecated_since_latest Use @ref MeshVisualizerGL2D(const Configuration&) |
|
* instead. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL2D(const Configuration& instead") MeshVisualizerGL2D(Flags flags); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Construct for a multi-draw scenario |
|
* @m_deprecated_since_latest Use @ref MeshVisualizerGL2D(const Configuration&) |
|
* instead. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL2D(const Configuration& instead") MeshVisualizerGL2D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); |
|
#endif |
|
#endif |
|
|
|
/** |
|
* @brief Finalize an asynchronous compilation |
|
* @m_since_latest |
|
* |
|
* Takes an asynchronous compilation state returned by @ref compile() |
|
* and forms a ready-to-use shader object. See @ref shaders-async for |
|
* more information. |
|
*/ |
|
explicit MeshVisualizerGL2D(CompileState&& state); |
|
|
|
/** |
|
* @brief Construct without creating the underlying OpenGL object |
|
* |
|
* The constructed instance is equivalent to a moved-from state. Useful |
|
* in cases where you will overwrite the instance later anyway. Move |
|
* another object over it to make it useful. |
|
* |
|
* This function can be safely used for constructing (and later |
|
* destructing) objects even without any OpenGL context being active. |
|
* However note that this is a low-level and a potentially dangerous |
|
* API, see the documentation of @ref NoCreate for alternatives. |
|
*/ |
|
explicit MeshVisualizerGL2D(NoCreateT) noexcept: Implementation::MeshVisualizerGLBase{NoCreate} {} |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizerGL2D(const MeshVisualizerGL2D&) = delete; |
|
|
|
/** @brief Move constructor */ |
|
MeshVisualizerGL2D(MeshVisualizerGL2D&&) noexcept = default; |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizerGL2D& operator=(const MeshVisualizerGL2D&) = delete; |
|
|
|
/** @brief Move assignment */ |
|
MeshVisualizerGL2D& operator=(MeshVisualizerGL2D&&) noexcept = default; |
|
|
|
/** |
|
* @brief Flags |
|
* |
|
* @see @ref Configuration::setFlags() |
|
*/ |
|
Flags flags() const { |
|
return Flags(UnsignedInt(Implementation::MeshVisualizerGLBase::_flags)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Joint count |
|
* @m_since_latest |
|
* |
|
* If @ref Flag::UniformBuffers is not set, this is the number of joint |
|
* matrices accepted by @ref setJointMatrices() / @ref setJointMatrix(). |
|
* If @ref Flag::UniformBuffers is set, this is the statically defined |
|
* size of the @ref TransformationUniform2D uniform buffer bound with |
|
* @ref bindJointBuffer(). Has no use if @ref Flag::ShaderStorageBuffers |
|
* is set. |
|
* @see @ref Configuration::setJointCount() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt jointCount() const { return _jointCount; } |
|
|
|
/** |
|
* @brief Per-vertex joint count |
|
* @m_since_latest |
|
* |
|
* Returns the value set with @ref Configuration::setJointCount(). If |
|
* @ref Flag::DynamicPerVertexJointCount is set, the count can be |
|
* additionally modified per-draw using @ref setPerVertexJointCount(). |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt perVertexJointCount() const { return _perVertexJointCount; } |
|
|
|
/** |
|
* @brief Secondary per-vertex joint count |
|
* @m_since_latest |
|
* |
|
* Returns the value set with @ref Configuration::setJointCount(). If |
|
* @ref Flag::DynamicPerVertexJointCount is set, the count can be |
|
* additionally modified per-draw using @ref setPerVertexJointCount(). |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt secondaryPerVertexJointCount() const { return _secondaryPerVertexJointCount; } |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Material count |
|
* @m_since_latest |
|
* |
|
* Statically defined size of the @ref MeshVisualizerMaterialUniform |
|
* uniform buffer bound with @ref bindMaterialBuffer(). Has use only if |
|
* @ref Flag::UniformBuffers is set and @ref Flag::ShaderStorageBuffers |
|
* is not set. |
|
* @see @ref Configuration::setMaterialCount() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt materialCount() const { return _materialCount; } |
|
|
|
/** |
|
* @brief Draw count |
|
* @m_since_latest |
|
* |
|
* Statically defined size of each of the |
|
* @ref TransformationProjectionUniform2D and |
|
* @ref MeshVisualizerDrawUniform2D uniform buffers bound with |
|
* @ref bindTransformationProjectionBuffer() and @ref bindDrawBuffer(). |
|
* Has use only if @ref Flag::UniformBuffers is set and |
|
* @ref Flag::ShaderStorageBuffers is not set. |
|
* @see @ref Configuration::setDrawCount() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt drawCount() const { return _drawCount; } |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set dynamic per-vertex skinning joint count |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Allows reducing the count of iterated joints for a particular draw |
|
* call, making it possible to use a single shader with meshes that |
|
* contain different count of per-vertex joints. See |
|
* @ref Flag::DynamicPerVertexJointCount for more information. As the |
|
* joint count is tied to the mesh layout, this is a per-draw-call |
|
* setting even in case of @ref Flag::UniformBuffers instead of being |
|
* a value in @ref MeshVisualizerDrawUniform2D. Initial value is same |
|
* as @ref perVertexJointCount() and |
|
* @ref secondaryPerVertexJointCount(). |
|
* |
|
* Expects that @ref Flag::DynamicPerVertexJointCount is set, |
|
* @p count is not larger than @ref perVertexJointCount() and |
|
* @p secondaryCount not larger than @ref secondaryPerVertexJointCount(). |
|
* @see @ref Configuration::setJointCount() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, which |
|
* is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& setPerVertexJointCount(UnsignedInt count, UnsignedInt secondaryCount = 0) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setPerVertexJointCount(count, secondaryCount)); |
|
} |
|
#endif |
|
|
|
/** @{ |
|
* @name Uniform setters |
|
* |
|
* Used only if @ref Flag::UniformBuffers is not set. |
|
*/ |
|
|
|
/** |
|
* @brief Set transformation and projection matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is an identity matrix. If |
|
* @ref Flag::InstancedTransformation is set, the per-instance |
|
* transformation matrix coming from the @ref TransformationMatrix |
|
* attribute is applied first, before this one. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationProjectionUniform2D::transformationProjectionMatrix |
|
* and call @ref bindTransformationProjectionBuffer() instead. |
|
*/ |
|
MeshVisualizerGL2D& setTransformationProjectionMatrix(const Matrix3& matrix); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @copydoc MeshVisualizerGL3D::setTextureMatrix() */ |
|
MeshVisualizerGL2D& setTextureMatrix(const Matrix3& matrix) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setTextureMatrix(matrix)); |
|
} |
|
|
|
/** @copydoc MeshVisualizerGL3D::setTextureLayer() */ |
|
MeshVisualizerGL2D& setTextureLayer(UnsignedInt layer) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setTextureLayer(layer)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set viewport size |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Has effect only if @ref Flag::Wireframe is enabled and geometry |
|
* shaders are used, otherwise it does nothing. Initial value is a zero |
|
* vector. |
|
*/ |
|
MeshVisualizerGL2D& setViewportSize(const Vector2& size); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set object ID |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::ObjectId is enabled. Initial value is |
|
* @cpp 0 @ce. If @ref Flag::InstancedObjectId is enabled as well, this |
|
* value is added to the ID coming from the @ref ObjectId attribute. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerDrawUniform2D::objectId and call |
|
* @ref bindDrawBuffer() instead. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& setObjectId(UnsignedInt id) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setObjectId(id)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set base object color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. Expects that either |
|
* @ref Flag::Wireframe or @ref Flag::InstancedObjectId / |
|
* @ref Flag::PrimitiveId / @ref Flag::PrimitiveIdFromVertexId is |
|
* enabled. In case of the latter, the color is multiplied with the |
|
* color map coming from @ref bindColorMapTexture(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::color and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL2D& setColor(const Color4& color) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is @cpp 0x000000ff_rgbaf @ce. Expects that |
|
* @ref Flag::Wireframe is enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::wireframeColor and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL2D& setWireframeColor(const Color4& color) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setWireframeColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe width |
|
* @return Reference to self (for method chaining) |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::wireframeWidth and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL2D& setWireframeWidth(Float width) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setWireframeWidth(width)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @copydoc MeshVisualizerGL3D::setColorMapTransformation() */ |
|
MeshVisualizerGL2D& setColorMapTransformation(Float offset, Float scale) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setColorMapTransformation(offset, scale)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set line smoothness |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::smoothness and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL2D& setSmoothness(Float smoothness); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set joint matrices |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Initial values are identity transformations. Expects that the size |
|
* of the @p matrices array is not larger than @ref jointCount(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationUniform2D::transformationMatrix and call |
|
* @ref bindJointBuffer() instead. |
|
* @see @ref setJointMatrix(UnsignedInt, const Matrix3&) |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& setJointMatrices(Containers::ArrayView<const Matrix3> matrices); |
|
|
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& setJointMatrices(std::initializer_list<Matrix3> matrices); |
|
|
|
/** |
|
* @brief Set joint matrix for given joint |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Unlike @ref setJointMatrices() updates just a single joint matrix. |
|
* Expects that @p id is less than @ref jointCount(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationUniform2D::transformationMatrix and call |
|
* @ref bindJointBuffer() instead. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& setJointMatrix(UnsignedInt id, const Matrix3& matrix); |
|
|
|
/** |
|
* @brief Set per-instance joint count |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Offset added to joint IDs in the @ref JointIds and |
|
* @ref SecondaryJointIds in instanced draws. Should be less than |
|
* @ref jointCount(). Initial value is @cpp 0 @ce, meaning every |
|
* instance will use the same joint matrices, setting it to a non-zero |
|
* value causes the joint IDs to be interpreted as |
|
* @glsl gl_InstanceID*count + jointId @ce. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerDrawUniform2D::perInstanceJointCount and call |
|
* @ref bindDrawBuffer() instead. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& setPerInstanceJointCount(UnsignedInt count) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setPerInstanceJointCount(count)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @{ |
|
* @name Uniform / shader storage buffer binding and related uniform setters |
|
* |
|
* Used if @ref Flag::UniformBuffers is set. |
|
*/ |
|
|
|
/** |
|
* @brief Set a draw offset |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Specifies which item in the @ref TransformationProjectionUniform2D |
|
* and @ref MeshVisualizerDrawUniform2D buffers bound with |
|
* @ref bindTransformationProjectionBuffer() and @ref bindDrawBuffer() |
|
* should be used for current draw. Expects that |
|
* @ref Flag::UniformBuffers is set and @p offset is less than |
|
* @ref drawCount(). Initial value is @cpp 0 @ce, if @ref drawCount() |
|
* is @cpp 1 @ce, the function is a no-op as the shader assumes draw |
|
* offset to be always zero. |
|
* |
|
* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this |
|
* value, which makes each draw submitted via |
|
* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&) |
|
* pick up its own per-draw parameters. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& setDrawOffset(UnsignedInt offset) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setDrawOffset(offset)); |
|
} |
|
|
|
/** |
|
* @brief Bind a transformation and projection uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref TransformationUniform3D. At the very least you need to call |
|
* also @ref bindDrawBuffer() and @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& bindTransformationProjectionBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindTransformationProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Bind a draw uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref MeshVisualizerDrawUniform2D. At the very least you need to call |
|
* also @ref bindTransformationProjectionBuffer() and |
|
* @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& bindDrawBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindDrawBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** @copydoc MeshVisualizerGL3D::bindTextureTransformationBuffer(GL::Buffer&) */ |
|
MeshVisualizerGL2D& bindTextureTransformationBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindTextureTransformationBuffer(buffer)); |
|
} |
|
/** @copydoc MeshVisualizerGL3D::bindTextureTransformationBuffer(GL::Buffer&, GLintptr, GLsizeiptr) */ |
|
MeshVisualizerGL2D& bindTextureTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindTextureTransformationBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @brief Bind a material uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref materialCount() instances of |
|
* @ref MeshVisualizerMaterialUniform. At the very least you need to |
|
* call also @ref bindTransformationProjectionBuffer() and |
|
* @ref bindDrawBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& bindMaterialBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @brief Bind a joint matrix uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref jointCount() instances of |
|
* @ref TransformationUniform2D. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& bindJointBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindJointBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindJointBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindJointBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @} |
|
*/ |
|
#endif |
|
|
|
/** @{ |
|
* @name Texture binding |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @copydoc MeshVisualizerGL3D::bindColorMapTexture() */ |
|
MeshVisualizerGL2D& bindColorMapTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindColorMapTexture(texture)); |
|
} |
|
|
|
/** @copydoc MeshVisualizerGL3D::bindObjectIdTexture(GL::Texture2D&) */ |
|
MeshVisualizerGL2D& bindObjectIdTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindObjectIdTexture(texture)); |
|
} |
|
|
|
/** @copydoc MeshVisualizerGL3D::bindObjectIdTexture(GL::Texture2DArray&) */ |
|
MeshVisualizerGL2D& bindObjectIdTexture(GL::Texture2DArray& texture) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindObjectIdTexture(texture)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
MAGNUM_GL_ABSTRACTSHADERPROGRAM_SUBCLASS_DRAW_IMPLEMENTATION(MeshVisualizerGL2D) |
|
|
|
private: |
|
/* Creates the GL shader program object but does nothing else. |
|
Internal, used by compile(). */ |
|
explicit MeshVisualizerGL2D(NoInitT): Implementation::MeshVisualizerGLBase{NoInit} {} |
|
|
|
Int _transformationProjectionMatrixUniform{9}; |
|
}; |
|
|
|
/** |
|
@brief Configuration |
|
@m_since_latest |
|
|
|
@see @ref MeshVisualizerGL2D(const Configuration&), |
|
@ref compile(const Configuration&) |
|
*/ |
|
class MAGNUM_SHADERS_EXPORT MeshVisualizerGL2D::Configuration { |
|
public: |
|
explicit Configuration() = default; |
|
|
|
/** @brief Flags */ |
|
Flags flags() const { return _flags; } |
|
|
|
/** |
|
* @brief Set flags |
|
* |
|
* At least one of @ref Flag::Wireframe, @ref Flag::ObjectId, |
|
* @ref Flag::VertexId, @ref Flag::PrimitiveId or |
|
* @ref Flag::PrimitiveIdFromVertexId is expected to be enabled. No |
|
* flags are set by default. |
|
* @see @ref MeshVisualizerGL2D::flags() |
|
*/ |
|
Configuration& setFlags(Flags flags) { |
|
_flags = flags; |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Joint count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt jointCount() const { return _jointCount; } |
|
|
|
/** |
|
* @brief Per-vertex joint count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt perVertexJointCount() const { return _perVertexJointCount; } |
|
|
|
/** |
|
*@brief Secondary per-vertex joint count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt secondaryPerVertexJointCount() const { return _secondaryPerVertexJointCount; } |
|
|
|
/** |
|
* @brief Set joint count |
|
* |
|
* If @ref Flag::UniformBuffers isn't set, @p count describes an upper |
|
* bound on how many joint matrices get supplied to each draw with |
|
* @ref setJointMatrices() / @ref setJointMatrix(). |
|
* |
|
* If @ref Flag::UniformBuffers is set, @p count describes size of a |
|
* @ref TransformationUniform2D buffer bound with |
|
* @ref bindJointBuffer(). Uniform buffers have a statically defined |
|
* size and @cpp count*sizeof(TransformationUniform2D) @ce has to be |
|
* within @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
|
* @ref Flag::ShaderStorageBuffers is set as well, the buffer is |
|
* unbounded and @p count is ignored. The per-vertex joints index into |
|
* the array offset by @ref MeshVisualizerDrawUniform2D::jointOffset. |
|
* |
|
* The @p perVertexCount and @p secondaryPerVertexCount parameters |
|
* describe how many components are taken from @ref JointIds / |
|
* @ref Weights and @ref SecondaryJointIds / @ref SecondaryWeights |
|
* attributes. Both values are expected to not be larger than |
|
* @cpp 4 @ce, setting either of these to @cpp 0 @ce means given |
|
* attribute is not used at all. If both @p perVertexCount and |
|
* @p secondaryPerVertexCount are set to @cpp 0 @ce, skinning is not |
|
* performed. Unless @ref Flag::ShaderStorageBuffers is set, if either |
|
* of them is non-zero, @p count is expected to be non-zero as well. |
|
* |
|
* Default value for all three is @cpp 0 @ce. |
|
* @see @ref MeshVisualizerGL2D::jointCount(), |
|
* @ref MeshVisualizerGL2D::perVertexJointCount(), |
|
* @ref MeshVisualizerGL2D::secondaryPerVertexJointCount(), |
|
* @ref Flag::DynamicPerVertexJointCount, |
|
* @ref MeshVisualizerGL2D::setPerVertexJointCount() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
Configuration& setJointCount(UnsignedInt count, UnsignedInt perVertexCount, UnsignedInt secondaryPerVertexCount = 0); |
|
|
|
/** |
|
* @brief Material count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt materialCount() const { return _materialCount; } |
|
|
|
/** |
|
* @brief Set material count |
|
* |
|
* If @ref Flag::UniformBuffers is set, describes size of a |
|
* @ref MeshVisualizerMaterialUniform buffer bound with |
|
* @ref bindMaterialBuffer(). Uniform buffers have a statically defined |
|
* size and @cpp count*sizeof(MeshVisualizerMaterialUniform) @ce has to |
|
* be within @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
|
* @ref Flag::ShaderStorageBuffers is set as well, the buffer is |
|
* unbounded and @p count is ignored. The per-draw materials are |
|
* specified via @ref MeshVisualizerDrawUniform2D::materialId. Default |
|
* value is @cpp 1 @ce. |
|
* |
|
* If @ref Flag::UniformBuffers isn't set, this value is ignored. |
|
* @see @ref setFlags(), @ref setDrawCount(), |
|
* @ref MeshVisualizerGL2D::materialCount() |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
Configuration& setMaterialCount(UnsignedInt count) { |
|
_materialCount = count; |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Draw count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt drawCount() const { return _drawCount; } |
|
|
|
/** |
|
* @brief Set draw count |
|
* |
|
* If @ref Flag::UniformBuffers is set, describes size of a |
|
* @ref TransformationProjectionUniform2D / |
|
* @ref MeshVisualizerDrawUniform2D / @ref TextureTransformationUniform |
|
* buffer bound with @ref bindTransformationProjectionBuffer(), |
|
* @ref bindDrawBuffer() and @ref bindTextureTransformationBuffer(). |
|
* Uniform buffers have a statically defined size and the maximum of |
|
* @cpp count*sizeof(TransformationProjectionUniform2D) @ce, |
|
* @cpp count*sizeof(MeshVisualizerDrawUniform2D) @ce and |
|
* @cpp count*sizeof(TextureTransformationUniform) @ce has to be within |
|
* @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
|
* @ref Flag::ShaderStorageBuffers is set as well, the buffers are |
|
* unbounded and @p count is ignored. The draw offset is set via |
|
* @ref setDrawOffset(). Default value is @cpp 1 @ce. |
|
* |
|
* If @ref Flag::UniformBuffers isn't set, this value is ignored. |
|
* @see @ref setFlags(), @ref setMaterialCount(), |
|
* @ref MeshVisualizerGL2D::drawCount() |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
Configuration& setDrawCount(UnsignedInt count) { |
|
_drawCount = count; |
|
return *this; |
|
} |
|
#endif |
|
|
|
private: |
|
Flags _flags; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
UnsignedInt _jointCount = 0, |
|
_perVertexJointCount = 0, |
|
_secondaryPerVertexJointCount = 0, |
|
_materialCount = 1, |
|
_drawCount = 1; |
|
#endif |
|
}; |
|
|
|
/** |
|
@brief Asynchronous compilation state |
|
@m_since_latest |
|
|
|
Returned by @ref compile(). See @ref shaders-async for more information. |
|
*/ |
|
class MeshVisualizerGL2D::CompileState: public MeshVisualizerGL2D { |
|
/* Everything deliberately private except for the inheritance */ |
|
friend class MeshVisualizerGL2D; |
|
|
|
explicit CompileState(NoCreateT): MeshVisualizerGL2D{NoCreate}, _vert{NoCreate}, _frag{NoCreate} {} |
|
|
|
explicit CompileState(MeshVisualizerGL2D&& shader, GL::Shader&& vert, GL::Shader&& frag |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
, GL::Shader* geom |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
, GL::Version version |
|
#endif |
|
): MeshVisualizerGL2D{Utility::move(shader)}, _vert{Utility::move(vert)}, _frag{Utility::move(frag)} |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
, _version{version} |
|
#endif |
|
{ |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
if(geom) _geom = Implementation::GLShaderWrapper{Utility::move(*geom)}; |
|
#endif |
|
} |
|
|
|
Implementation::GLShaderWrapper _vert, _frag; |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
Implementation::GLShaderWrapper _geom{NoCreate}; |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
GL::Version _version; |
|
#endif |
|
}; |
|
|
|
/** |
|
@brief 3D mesh visualization OpenGL shader |
|
@m_since_latest |
|
|
|
Visualizes wireframe, per-vertex/per-instance object ID, primitive ID or |
|
tangent space of 3D meshes. You need to provide the @ref Position attribute in |
|
your triangle mesh at the very least. Use @ref setProjectionMatrix(), |
|
@ref setTransformationMatrix(), @ref setColor() and others to configure the |
|
shader. |
|
|
|
@m_class{m-row} |
|
|
|
@parblock |
|
|
|
@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-text-center m-nopadt m-nopadx} |
|
@image html shaders-meshvisualizer3d.png width=256px |
|
@ref Shaders-MeshVisualizerGL3D-wireframe, \n |
|
@ref Shaders-MeshVisualizerGL3D-tbn |
|
@m_enddiv |
|
|
|
@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-text-center m-nopadt m-nopadx} |
|
@image html shaders-meshvisualizer3d-primitiveid.png width=256px |
|
@ref Shaders-MeshVisualizerGL3D-object-id |
|
@m_enddiv |
|
|
|
@endparblock |
|
|
|
The shader expects that you enable wireframe visualization, tangent space |
|
visualization or object/primitive ID visualization by passing an appropriate |
|
@ref Flag to @ref Configuration::setFlags() --- there's no default behavior |
|
with nothing enabled. |
|
|
|
@note This class is available only if Magnum is compiled with |
|
@ref MAGNUM_TARGET_GL enabled (done by default). See @ref building-features |
|
for more information. |
|
|
|
@section Shaders-MeshVisualizerGL3D-wireframe Wireframe visualization |
|
|
|
Wireframe visualization is done by enabling @ref Flag::Wireframe. It is done |
|
either using geometry shaders or with help of additional vertex information. If |
|
you have geometry shaders available, you don't need to do anything else except |
|
calling @ref setViewportSize() to correctly size the wireframe --- without |
|
this, the mesh will be rendered in a single color. |
|
|
|
@requires_gl32 Extension @gl_extension{ARB,geometry_shader4} for wireframe |
|
rendering using geometry shaders. |
|
@requires_es_extension Extension @gl_extension{EXT,geometry_shader} for |
|
wireframe rendering using geometry shaders. |
|
|
|
If you don't have geometry shaders, you need to enable @ref Flag::NoGeometryShader |
|
(done by default in OpenGL ES 2.0) and use only **non-indexed** triangle meshes |
|
(see @ref MeshTools::duplicate() for a possible solution). Additionally, if you |
|
have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also the |
|
@ref VertexIndex attribute. |
|
|
|
@requires_gles30 Extension @gl_extension{OES,standard_derivatives} for |
|
wireframe rendering without geometry shaders. |
|
|
|
If using geometry shaders on OpenGL ES, @gl_extension{NV,shader_noperspective_interpolation} |
|
is optionally used for improving line appearance. On desktop OpenGL this is |
|
done implicitly. |
|
|
|
If you want to render just the wireframe on top of an existing mesh, call |
|
@ref setColor() with @cpp 0x00000000_rgbaf @ce. Alpha / transparency is |
|
supported by the shader implicitly, but to have it working on the framebuffer, |
|
you need to enable @ref GL::Renderer::Feature::Blending and set up the blending |
|
function. See @ref GL::Renderer::setBlendFunction() for details. |
|
|
|
@subsection Shaders-MeshVisualizerGL3D-wireframe-geom Example setup with a geometry shader (desktop GL, OpenGL ES 3.2) |
|
|
|
Common mesh setup: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-geom1 |
|
|
|
Common rendering setup: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-geom2 |
|
|
|
@subsection Shaders-MeshVisualizerGL3D-wireframe-no-geom Example setup for indexed meshes without a geometry shader |
|
|
|
The vertices have to be converted to a non-indexed array first. Mesh setup: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-no-geom1 |
|
|
|
Rendering setup: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-no-geom2 |
|
|
|
@subsection Shaders-MeshVisualizerGL3D-usage-wireframe-no-geom-old Wireframe visualization of non-indexed meshes without a geometry shader on older hardware |
|
|
|
You need to provide also the @ref VertexIndex attribute. Mesh setup *in |
|
addition to the above*: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-no-geom-old |
|
|
|
Rendering setup the same as above. |
|
|
|
@section Shaders-MeshVisualizerGL3D-tbn Tangent space visualization |
|
|
|
On platforms with geometry shaders (desktop GL, OpenGL ES 3.2), the shader is |
|
able to visualize tangent, bitangent and normal direction via colored lines |
|
coming out of vertices (red, green and blue for tangent, bitangent and normal, respectively). This can be enabled together with wireframe, object ID, |
|
vertex ID or primitive ID visualization, however note that when both are |
|
enabled, the lines are not antialiased to avoid depth ordering artifacts |
|
between faces and lines. |
|
|
|
For tangents and normals, you need to provide the @ref Tangent and @ref Normal |
|
attributes and enable @ref Flag::TangentDirection and |
|
@ref Flag::NormalDirection, respectively. If any of the attributes isn't |
|
present, its data are implicitly zero and thus the direction isn't shown --- |
|
which means you don't need to worry about having two active variants of the |
|
shader and switching between either depending on whether tangents are present |
|
or not. |
|
|
|
For bitangents however, there are two possible representations --- the more |
|
efficient one is via a fourth component in the tangent attribute that |
|
indicates tangent space handedness, in which case you'll be using the |
|
@ref Tangent4 attribute instead of @ref Tangent, and enable |
|
@ref Flag::BitangentFromTangentDirection. The other, more obvious but less |
|
efficient representation, is a dedicated @ref Bitangent attribute (in which |
|
case you'll enable @ref Flag::BitangentDirection). Note that these two are |
|
mutually exclusive, so you need to choose either of them based on what given |
|
mesh contains. Example for the first case: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-tbn1 |
|
|
|
Rendering setup: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-tbn2 |
|
|
|
@section Shaders-MeshVisualizerGL3D-object-id Object, vertex and primitive ID visualization |
|
|
|
If the mesh contains a per-vertex (or instanced) @ref ObjectId, it can be |
|
visualized by enabling @ref Flag::InstancedObjectId. For the actual |
|
visualization you need to provide a color map using @ref bindColorMapTexture() |
|
and use @ref setColorMapTransformation() to map given range of discrete IDs to |
|
the @f$ [0, 1] @f$ texture range. Various colormap presets are in the |
|
@ref DebugTools::ColorMap namespace. Example usage: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-object-id |
|
|
|
Consistently with the other shaders, textured object ID is also supported if |
|
@ref Flag::ObjectIdTexture is enabled. In that case you need to provide also |
|
the @ref TextureCoordinates attribute and bind an integer texture via |
|
@ref bindObjectIdTexture(). @ref Flag::TextureTransformation then enables |
|
texture transformation and @ref Flag::TextureArrays texture arrays for the |
|
object ID texture, with the layer selected using @ref setTextureLayer(). |
|
|
|
If you enable @ref Flag::VertexId, the shader will use the color map to |
|
visualize how are vertices shared among primitives. That's useful for |
|
inspecting mesh connectivity --- primitives sharing vertices will have a smooth |
|
color map transition while duplicated vertices will cause a sharp edge. This |
|
relies on the @glsl gl_VertexID @ce GLSL builtin. |
|
|
|
The @ref Flag::PrimitiveId then visualizes the order in which primitives are |
|
drawn. That's useful for example to see to see how well is the mesh optimized |
|
for a post-transform vertex cache. This by default relies on the @glsl gl_PrimitiveID @ce GLSL builtin; with @ref Flag::PrimitiveIdFromVertexId it's |
|
emulated using @glsl gl_VertexID @ce, expecting you to draw a non-indexed |
|
triangle mesh. You can use @ref MeshTools::duplicate() (and potentially |
|
@ref MeshTools::generateIndices()) to conveniently convert the mesh to a |
|
non-indexed @ref MeshPrimitive::Triangles. |
|
|
|
@requires_gl30 Extension @gl_extension{EXT,gpu_shader4} for object ID input, |
|
@gl_extension{EXT,texture_array} for object ID texture arrays |
|
@requires_gl30 The `gl_VertexID` shader variable is not available on OpenGL |
|
2.1. |
|
@requires_gl32 The `gl_PrimitiveID` shader variable is not available on OpenGL |
|
3.1 and lower. |
|
@requires_gles32 The `gl_PrimitiveID` shader variable is not available on |
|
OpenGL ES 3.1 and lower. |
|
@requires_gles30 Object ID input requires integer support in shaders, which |
|
is not available in OpenGL ES 2.0. Texture arrays for object ID texture |
|
arrays are not available in OpenGL ES 2.0. |
|
@requires_gles30 The `gl_VertexID` shader variable is not available on OpenGL |
|
ES 2.0. |
|
@requires_gles `gl_PrimitiveID` is not available in WebGL. |
|
@requires_webgl20 Object ID input requires integer support in shaders, which |
|
is not available in WebGL 1.0. Texture arrays for object ID texture |
|
arrays are not available in WebGL 1.0. |
|
@requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
|
|
|
@section Shaders-MeshVisualizerGL3D-skinning Skinning |
|
|
|
To render skinned meshes, bind up to two sets of up to four-component joint ID |
|
and weight attributes to @ref JointIds / @ref SecondaryJointIds and |
|
@ref Weights / @ref SecondaryWeights, set an appropriate joint count and |
|
per-vertex primary and secondary joint count in |
|
@ref Configuration::setJointCount() and upload appropriate joint matrices with |
|
@ref setJointMatrices(). The usage is similar for all shaders, see |
|
@ref shaders-usage-skinning for an example. Currently, the mesh visualizer |
|
supports only transforming the mesh vertices for feature parity with other |
|
shaders, no skinning-specific visualization feature is implemented. |
|
|
|
To avoid having to compile multiple shader variants for different joint matrix |
|
counts, set the maximum used joint count in @ref Configuration::setJointCount() |
|
and then upload just a prefix via @ref setJointMatrices(). Similarly, to avoid |
|
multiple variants for different per-vertex joint counts, enable |
|
@ref Flag::DynamicPerVertexJointCount, set the maximum per-vertex joint count |
|
in @ref Configuration::setJointCount() and then adjust the actual per-draw |
|
joint count with @ref setPerVertexJointCount(). |
|
|
|
@requires_gl30 Extension @gl_extension{EXT,texture_integer} |
|
@requires_gles30 Skinning requires integer support in shaders, which is not |
|
available in OpenGL ES 2.0. |
|
@requires_webgl20 Skinning requires integer support in shaders, which is not |
|
available in WebGL 1.0. |
|
|
|
@section Shaders-MeshVisualizerGL3D-instancing Instanced rendering |
|
|
|
Enabling @ref Flag::InstancedTransformation will turn the shader into an |
|
instanced one. It'll take per-instance transformation from the |
|
@ref TransformationMatrix attribute, applying it before the matrix set by |
|
@ref setTransformationMatrix(). If one of @ref Flag::TangentDirection, |
|
@ref Flag::BitangentDirection or @ref Flag::NormalDirection is set, |
|
additionally also a normal matrix from the @ref NormalMatrix attribute is |
|
taken, applied before the matrix set by @ref setNormalMatrix(). The snippet |
|
below shows adding a buffer with per-instance transformation to a mesh, |
|
including a normal matrix attribute for correct TBN visualization: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-usage-instancing |
|
|
|
If @ref Flag::ObjectIdTexture is used and @ref Flag::InstancedTextureOffset is |
|
enabled, the @ref TextureOffset attribute (or @ref TextureOffsetLayer in case |
|
@ref Flag::TextureArrays is enabled as well) then can supply per-instance |
|
texture offset (or offset and layer). |
|
|
|
For instanced skinning the joint buffer is assumed to contain joint |
|
transformations for all instances. By default all instances use the same joint |
|
transformations, seting @ref setPerInstanceJointCount() will cause the shader |
|
to offset the per-vertex joint IDs with |
|
@glsl gl_InstanceID*perInstanceJointCount @ce. |
|
|
|
@requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
|
@requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
@gl_extension{EXT,instanced_arrays} or @gl_extension{NV,instanced_arrays} |
|
in OpenGL ES 2.0. |
|
@requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} in WebGL |
|
1.0. |
|
|
|
@section Shaders-MeshVisualizerGL3D-ubo Uniform buffers |
|
|
|
See @ref shaders-usage-ubo for a high-level overview that applies to all |
|
shaders. In this particular case, the shader needs a separate |
|
@ref ProjectionUniform3D and @ref TransformationUniform3D buffer bound with |
|
@ref bindProjectionBuffer() and @ref bindTransformationBuffer(), respectively. |
|
To maximize use of the limited uniform buffer memory, materials are supplied |
|
separately in a @ref MeshVisualizerMaterialUniform buffer bound with |
|
@ref bindMaterialBuffer() and then referenced via |
|
@relativeref{MeshVisualizerDrawUniform3D,materialId} from a |
|
@ref MeshVisualizerDrawUniform3D buffer bound with @ref bindDrawBuffer(); for optional texture transformation a per-draw |
|
@ref TextureTransformationUniform buffer bound with |
|
@ref bindTextureTransformationBuffer() can be supplied as well. A uniform |
|
buffer setup equivalent to the |
|
@ref Shaders-MeshVisualizerGL3D-wireframe "wireframe case at the top" would |
|
look like this --- note that @ref setViewportSize() is an immediate uniform |
|
here as well, as it's assumed to be set globally and rarely changed: |
|
|
|
@snippet Shaders-gl.cpp MeshVisualizerGL3D-ubo |
|
|
|
For a multidraw workflow enable @ref Flag::MultiDraw, supply desired material |
|
and draw count via @ref Configuration::setMaterialCount() and |
|
@relativeref{Configuration,setDrawCount()} and specify material references for |
|
every draw. The usage is similar for all shaders, see |
|
@ref shaders-usage-multidraw for an example. |
|
|
|
For skinning, joint matrices are supplied via a @ref TransformationUniform3D |
|
buffer bound with @ref bindJointBuffer(). In an instanced scenario the |
|
per-instance joint count is supplied via |
|
@ref MeshVisualizerDrawUniform3D::perInstanceJointCount, a per-draw joint |
|
offset for the multidraw scenario is supplied via |
|
@ref MeshVisualizerDrawUniform3D::jointOffset. Altogether for a particular |
|
draw, each per-vertex joint ID is offset with |
|
@glsl gl_InstanceID*perInstanceJointCount + jointOffset @ce. The |
|
@ref setPerVertexJointCount() stays as an immediate uniform in the UBO and |
|
multidraw scenario as well, as it is tied to a particular mesh layout and thus |
|
doesn't need to vary per draw. |
|
|
|
@requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} for uniform |
|
buffers. |
|
@requires_gl46 Extension @gl_extension{ARB,shader_draw_parameters} for |
|
multidraw. |
|
@requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
@requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
@requires_es_extension Extension @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) |
|
(unlisted) for multidraw. |
|
@requires_webgl_extension Extension @webgl_extension{ANGLE,multi_draw} for |
|
multidraw. |
|
|
|
@see @ref shaders, @ref MeshVisualizerGL2D |
|
@todo Understand and add support wireframe width/smoothness without GS |
|
*/ |
|
class MAGNUM_SHADERS_EXPORT MeshVisualizerGL3D: public Implementation::MeshVisualizerGLBase { |
|
public: |
|
/* MSVC needs dllexport here as well */ |
|
class MAGNUM_SHADERS_EXPORT Configuration; |
|
class CompileState; |
|
|
|
/** |
|
* @brief Vertex position |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector3}. |
|
*/ |
|
typedef typename GenericGL3D::Position Position; |
|
|
|
/** |
|
* @brief Tangent direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector3}. Use either this or the @ref Tangent4 |
|
* attribute. Used only if @ref Flag::TangentDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Tangent Tangent; |
|
|
|
/** |
|
* @brief Tangent direction with a bitangent sign |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector4}. Use either this or the @ref Tangent |
|
* attribute. Used only if @ref Flag::TangentDirection or |
|
* @ref Flag::BitangentFromTangentDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Tangent4 Tangent4; |
|
|
|
/** |
|
* @brief Bitangent direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector3}. Use either this or the @ref Tangent4 |
|
* attribute. Used only if @ref Flag::BitangentDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Bitangent Bitangent; |
|
|
|
/** |
|
* @brief Normal direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector3}. Used only if |
|
* @ref Flag::NormalDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Normal Normal; |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief 2D texture coordinates |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector2}. Used only if |
|
* @ref Flag::ObjectIdTexture is enabled. |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::TextureCoordinates TextureCoordinates; |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Joint ids |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector4ui}. Used only if |
|
* @ref perVertexJointCount() isn't @cpp 0 @ce. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::JointIds JointIds; |
|
|
|
/** |
|
* @brief Weights |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector4}. Used only if |
|
* @ref perVertexJointCount() isn't @cpp 0 @ce. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::Weights Weights; |
|
|
|
/** |
|
* @brief Secondary joint ids |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector4ui}. Used only if |
|
* @ref secondaryPerVertexJointCount() isn't @cpp 0 @ce. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::SecondaryJointIds SecondaryJointIds; |
|
|
|
/** |
|
* @brief Secondary weights |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector4}. Used only if |
|
* @ref secondaryPerVertexJointCount() isn't @cpp 0 @ce. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::SecondaryWeights SecondaryWeights; |
|
#endif |
|
|
|
/** |
|
* @brief Vertex index |
|
* |
|
* @relativeref{Magnum,Float}, used only in OpenGL < 3.1 and OpenGL ES |
|
* 2.0 if @ref Flag::Wireframe is enabled. This attribute (modulo 3) |
|
* specifies index of given vertex in triangle, i.e. @cpp 0.0f @ce for |
|
* first, @cpp 1.0f @ce for second, @cpp 2.0f @ce for third. In OpenGL |
|
* 3.1, OpenGL ES 3.0 and newer this value is provided via the |
|
* @cb{.glsl} gl_VertexID @ce shader builtin, so the attribute is not |
|
* needed. |
|
* |
|
* @note This attribute uses the same slot as @ref GenericGL::ObjectId, |
|
* but since Object ID is available only on ES3+ and vertex index |
|
* is used only on ES2 contexts without @glsl gl_VertexID @ce, |
|
* there should be no conflict between these two. |
|
*/ |
|
typedef GL::Attribute<4, Float> VertexIndex; |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief (Instanced) object ID |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,UnsignedInt}. Used only if |
|
* @ref Flag::InstancedObjectId is set. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID output requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID output requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::ObjectId ObjectId; |
|
#endif |
|
|
|
/** |
|
* @brief (Instanced) transformation matrix |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Matrix4}. Used only if |
|
* @ref Flag::InstancedTransformation is set. |
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension{EXT,instanced_arrays} or |
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::TransformationMatrix TransformationMatrix; |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief (Instanced) normal matrix |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Matrix3x3}. Used only if |
|
* @ref Flag::InstancedTransformation and at least one of |
|
* @ref Flag::TangentDirection, @ref Flag::BitangentDirection or |
|
* @ref Flag::NormalDirection is set. |
|
* @requires_gl33 Extension @gl_extension{ARB,geometry_shader4} and |
|
* @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} |
|
* / @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
typedef GenericGL3D::NormalMatrix NormalMatrix; |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief (Instanced) texture offset for an object ID texture |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector2}. Used only if |
|
* @ref Flag::InstancedTextureOffset is set. |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4} and |
|
* @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
*/ |
|
typedef typename GenericGL3D::TextureOffset TextureOffset; |
|
|
|
/** |
|
* @brief (Instanced) texture offset and layer for an object ID texture |
|
* @m_since_latest |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @relativeref{Magnum,Vector3}, with the last component interpreted as |
|
* an integer. Use either this or the @ref TextureOffset attribute. |
|
* First two components used only if @ref Flag::InstancedTextureOffset |
|
* is set, third component only if @ref Flag::TextureArrays is set. |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4}, |
|
* @gl_extension{EXT,texture_array} and |
|
* @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. Texture |
|
* arrays are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. Texture arrays |
|
* are not available in WebGL 1.0. |
|
*/ |
|
typedef typename GenericGL3D::TextureOffsetLayer TextureOffsetLayer; |
|
#endif |
|
|
|
enum: UnsignedInt { |
|
/** |
|
* Color shader output. @ref shaders-generic "Generic output", |
|
* present always. Expects three- or four-component floating-point |
|
* or normalized buffer attachment. |
|
*/ |
|
ColorOutput = GenericGL3D::ColorOutput |
|
}; |
|
|
|
/** |
|
* @brief Flag |
|
* |
|
* @see @ref Flags, @ref flags(), @ref Configuration::setFlags() |
|
*/ |
|
enum class Flag: UnsignedInt { |
|
/** |
|
* Visualize wireframe. On OpenGL ES 2.0 and WebGL this also |
|
* enables @ref Flag::NoGeometryShader. |
|
*/ |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
Wireframe = 1 << 0, |
|
#else |
|
Wireframe = (1 << 0) | (1 << 1), |
|
#endif |
|
|
|
/** |
|
* Don't use a geometry shader for wireframe visualization. If |
|
* enabled, you might need to provide also the @ref VertexIndex |
|
* attribute in the mesh. On OpenGL ES 2.0 and WebGL enabled |
|
* alongside @ref Flag::Wireframe. |
|
* |
|
* Mutually exclusive with @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection and @ref Flag::NormalDirection --- |
|
* those need a geometry shader always. |
|
*/ |
|
NoGeometryShader = 1 << 1, |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Visualize object ID set via @ref setObjectId() or |
|
* @ref MeshVisualizerDrawUniform3D::objectId. Since the ID is |
|
* uniform for the whole draw, this feature is mainly useful in |
|
* multidraw scenarios or when combined with |
|
* @ref Flag::InstancedObjectId. Mutually exclusive with |
|
* @ref Flag::VertexId and @ref Flag::PrimitiveId. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
*/ |
|
ObjectId = 1 << 12, |
|
|
|
/** |
|
* Visualize instanced object ID. You need to provide the |
|
* @ref ObjectId attribute in the mesh, which then gets summed with |
|
* the ID coming from @ref setObjectId() or |
|
* @ref MeshVisualizerDrawUniform3D::objectId. Implicitly enables |
|
* @ref Flag::ObjectId. Mutually exclusive with @ref Flag::VertexId |
|
* and @ref Flag::PrimitiveId. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @m_since{2020,06} |
|
*/ |
|
InstancedObjectId = (1 << 2)|ObjectId, |
|
|
|
/** |
|
* Object ID texture. Retrieves object IDs from a texture bound |
|
* with @ref bindObjectIdTexture(), outputting a sum of the object |
|
* ID texture, the ID coming from @ref setObjectId() or |
|
* @ref MeshVisualizerDrawUniform3D::objectId and possibly also the |
|
* per-vertex ID, if @ref Flag::InstancedObjectId is enabled as |
|
* well. Implicitly enables @ref Flag::ObjectId. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
*/ |
|
ObjectIdTexture = (1 << 14)|ObjectId, |
|
|
|
/** |
|
* Visualize vertex ID (@cpp gl_VertexID @ce). Useful for |
|
* visualizing mesh connectivity --- primitives sharing vertices |
|
* will have a smooth color map transition while duplicated |
|
* vertices will cause a sharp edge. Mutually exclusive with |
|
* @ref Flag::InstancedObjectId and @ref Flag::PrimitiveId. |
|
* @requires_gl30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL 2.1. |
|
* @requires_gles30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL ES 2.0. |
|
* @requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
|
* @m_since{2020,06} |
|
*/ |
|
VertexId = 1 << 3, |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* Visualize primitive ID (@cpp gl_PrimitiveID @ce). Useful for |
|
* visualizing how well is the mesh optimized for a post-transform |
|
* vertex cache. Mutually exclusive with |
|
* @ref Flag::InstancedObjectId and @ref Flag::VertexId. See also |
|
* @ref Flag::PrimitiveIdFromVertexId. |
|
* @requires_gl32 The `gl_PrimitiveID` shader variable is not |
|
* available on OpenGL 3.1 and lower. |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 The `gl_PrimitiveID` shader variable is not |
|
* available on OpenGL ES 3.1 and lower. |
|
* @requires_gles `gl_PrimitiveID` is not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
PrimitiveId = 1 << 4, |
|
#endif |
|
|
|
/** |
|
* Visualize primitive ID on a non-indexed triangle mesh using |
|
* @cpp gl_VertexID/3 @ce. Implicitly enables |
|
* @ref Flag::PrimitiveId, mutually exclusive with |
|
* @ref Flag::InstancedObjectId. Usable on OpenGL < 3.2, |
|
* OpenGL ES < 3.2 and WebGL where @cpp gl_PrimitiveID @ce is not |
|
* available. |
|
* @requires_gl30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL 2.1. |
|
* @requires_gles30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL ES 2.0. |
|
* @requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
|
* @m_since{2020,06} |
|
*/ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId, |
|
#else |
|
PrimitiveIdFromVertexId = (1 << 5)|(1 << 4), |
|
#endif |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* Visualize tangent direction with red lines pointing out of |
|
* vertices. You need to provide the @ref Tangent or @ref Tangent4 |
|
* attribute in the mesh. Mutually exclusive with |
|
* @ref Flag::NoGeometryShader (as this needs a geometry shader |
|
* always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
TangentDirection = 1 << 6, |
|
|
|
/** |
|
* Visualize bitangent direction with green lines pointing out of |
|
* vertices. You need to provide both @ref Normal and @ref Tangent4 |
|
* attributes in the mesh, alternatively you can provide the |
|
* @ref Bitangent attribute and enable |
|
* @ref Flag::BitangentDirection instead. Mutually exclusive with |
|
* @ref Flag::NoGeometryShader (as this needs a geometry shader |
|
* always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
BitangentFromTangentDirection = 1 << 7, |
|
|
|
/** |
|
* Visualize bitangent direction with green lines pointing out of |
|
* vertices. You need to provide the @ref Bitangent attribute in |
|
* the mesh, alternatively you can provide both @ref Normal and |
|
* @ref Tangent4 attributes and enable |
|
* @ref Flag::BitangentFromTangentDirection instead. Mutually |
|
* exclusive with @ref Flag::NoGeometryShader (as this needs a |
|
* geometry shader always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
BitangentDirection = 1 << 8, |
|
|
|
/** |
|
* Visualize normal direction with blue lines pointing out of |
|
* vertices. You need to provide the @ref Normal attribute in the |
|
* mesh. Mutually exclusive with @ref Flag::NoGeometryShader (as |
|
* this needs a geometry shader always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
NormalDirection = 1 << 9, |
|
#endif |
|
|
|
/** |
|
* Instanced transformation. Retrieves a per-instance |
|
* transformation and normal matrix from the |
|
* @ref TransformationMatrix / @ref NormalMatrix attributes and |
|
* uses them together with matrices coming from |
|
* @ref setTransformationMatrix() and @ref setNormalMatrix() or |
|
* @ref TransformationUniform3D::transformationMatrix and |
|
* @ref MeshVisualizerDrawUniform3D::normalMatrix (first the |
|
* per-instance, then the uniform matrix). See |
|
* @ref Shaders-MeshVisualizerGL3D-instancing for more information. |
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension{EXT,instanced_arrays} or |
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0. |
|
* @m_since_latest |
|
*/ |
|
InstancedTransformation = 1 << 13, |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Enable texture coordinate transformation for an object ID |
|
* texture. If this flag is set, the shader expects that |
|
* @ref Flag::ObjectIdTexture is enabled as well. |
|
* @see @ref setTextureMatrix() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
* @todoc rewrite the ext requirements once we have more textures |
|
*/ |
|
TextureTransformation = 1 << 15, |
|
|
|
/** |
|
* Instanced texture offset for an object ID texture. Retrieves a |
|
* per-instance offset vector from the @ref TextureOffset attribute |
|
* and uses it together with the matrix coming from |
|
* @ref setTextureMatrix() or |
|
* @ref TextureTransformationUniform::rotationScaling and |
|
* @ref TextureTransformationUniform::offset (first the |
|
* per-instance vector, then the uniform matrix). Instanced texture |
|
* scaling and rotation is not supported at the moment, you can |
|
* specify that only via the uniform @ref setTextureMatrix(). |
|
* Implicitly enables @ref Flag::TextureTransformation. See |
|
* @ref Shaders-MeshVisualizerGL2D-instancing for more information. |
|
* |
|
* If @ref Flag::TextureArrays is set as well, a three-component |
|
* @ref TextureOffsetLayer attribute can be used instead of |
|
* @ref TextureOffset to specify per-instance texture layer, which |
|
* gets added to the uniform layer numbers set by |
|
* @ref setTextureLayer() or |
|
* @ref TextureTransformationUniform::layer. |
|
* @requires_gl30 Extension |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4} and |
|
* @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
* @todoc rewrite the ext requirements once we have more textures |
|
*/ |
|
InstancedTextureOffset = (1 << 16)|TextureTransformation, |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Use uniform buffers. Expects that uniform data are supplied via |
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer(), |
|
* @ref bindDrawBuffer() and @ref bindMaterialBuffer() instead of |
|
* direct uniform setters. |
|
* @see @ref Flag::ShaderStorageBuffers |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES |
|
* 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL |
|
* 1.0. |
|
* @m_since_latest |
|
*/ |
|
UniformBuffers = 1 << 10, |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* Use shader storage buffers. Superset of functionality provided |
|
* by @ref Flag::UniformBuffers, compared to it doesn't have any |
|
* size limits on @ref Configuration::setJointCount(), |
|
* @relativeref{Configuration,setMaterialCount()} and |
|
* @relativeref{Configuration,setDrawCount()} in exchange for |
|
* potentially more costly access and narrower platform support. |
|
* @requires_gl43 Extension @gl_extension{ARB,shader_storage_buffer_object} |
|
* @requires_gles31 Shader storage buffers are not available in |
|
* OpenGL ES 3.0 and older. |
|
* @requires_gles Shader storage buffers are not available in |
|
* WebGL. |
|
* @m_since_latest |
|
*/ |
|
ShaderStorageBuffers = UniformBuffers|(1 << 19), |
|
#endif |
|
|
|
/** |
|
* Enable multidraw functionality. Implies @ref Flag::UniformBuffers |
|
* and combines the value from @ref setDrawOffset() with the |
|
* @glsl gl_DrawID @ce builtin, which makes draws submitted via |
|
* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&) |
|
* and related APIs pick up per-draw parameters directly, without |
|
* having to rebind the uniform buffers or specify |
|
* @ref setDrawOffset() before each draw. In a non-multidraw |
|
* scenario, @glsl gl_DrawID @ce is @cpp 0 @ce, which means a |
|
* shader with this flag enabled can be used for regular draws as |
|
* well. |
|
* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* and @gl_extension{ARB,shader_draw_parameters} |
|
* @requires_es_extension OpenGL ES 3.0 and extension |
|
* @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) |
|
* (unlisted). While the extension alone needs only OpenGL ES |
|
* 2.0, the shader implementation relies on uniform buffers, |
|
* which require OpenGL ES 3.0. |
|
* @requires_webgl_extension WebGL 2.0 and extension |
|
* @webgl_extension{ANGLE,multi_draw}. While the extension |
|
* alone needs only WebGL 1.0, the shader implementation |
|
* relies on uniform buffers, which require WebGL 2.0. |
|
* @m_since_latest |
|
*/ |
|
MultiDraw = UniformBuffers|(1 << 11), |
|
|
|
/** |
|
* Use 2D texture arrays for an object ID texture. Expects that the |
|
* texture is supplied via |
|
* @ref bindObjectIdTexture(GL::Texture2DArray&) and the layer |
|
* is set via @ref setTextureLayer() or |
|
* @ref TextureTransformationUniform::layer. If |
|
* @ref Flag::InstancedTextureOffset is set as well and a |
|
* three-component @ref TextureOffsetLayer attribute is used |
|
* instead of @ref TextureOffset, the per-instance and uniform |
|
* layer numbers are added together. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} and |
|
* @gl_extension{EXT,texture_array} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. Texture |
|
* arrays are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. Texture |
|
* arrays are not available in WebGL 1.0. |
|
* @m_since_latest |
|
* @todoc rewrite the ext requirements once we have more textures |
|
*/ |
|
TextureArrays = 1 << 17, |
|
|
|
/** |
|
* Dynamic per-vertex joint count for skinning. Uses only the first |
|
* M / N primary / secondary components defined by |
|
* @ref setPerVertexJointCount() instead of |
|
* all primary / secondary components defined by |
|
* @ref Configuration::setJointCount() at shader compilation time. |
|
* Useful in order to avoid having a shader permutation defined for |
|
* every possible joint count. Unfortunately it's not possible to |
|
* make use of default values for unspecified input components as |
|
* the last component is always @cpp 1.0 @ce instead of |
|
* @cpp 0.0 @ce, on the other hand dynamically limiting the joint |
|
* count can reduce the time spent executing the vertex shader |
|
* compared to going through the full set of per-vertex joints |
|
* always. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, |
|
* which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
* @m_since_latest |
|
*/ |
|
DynamicPerVertexJointCount = 1 << 18, |
|
#endif |
|
}; |
|
|
|
/** |
|
* @brief Flags |
|
* |
|
* @see @ref flags(), @ref Configuration::setFlags() |
|
*/ |
|
typedef Containers::EnumSet<Flag> Flags; |
|
|
|
/** |
|
* @brief Compile asynchronously |
|
* @m_since_latest |
|
* |
|
* Compared to @ref MeshVisualizerGL3D(const Configuration&) can |
|
* perform an asynchronous compilation and linking. See |
|
* @ref shaders-async for more information. |
|
* @see @ref MeshVisualizerGL3D(CompileState&&) |
|
*/ |
|
/* No default value, consistently with MeshVisualizerGL3D(Configuration) */ |
|
static CompileState compile(const Configuration& configuration); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Compile asynchronously |
|
* @m_deprecated_since_latest Use @ref compile(const Configuration&) |
|
* instead. |
|
*/ |
|
CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Compile for a multi-draw scenario asynchronously |
|
* @m_deprecated_since_latest Use @ref compile(const Configuration&) |
|
* instead. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
CORRADE_DEPRECATED("use compile(const Configuration& instead") static CompileState compile(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); |
|
#endif |
|
#endif |
|
|
|
/** |
|
* @brief Constructor |
|
* @m_since_latest |
|
*/ |
|
/* No default value, as at least one Flag has to be set. There's a |
|
deprecated default-value overload below, though. */ |
|
explicit MeshVisualizerGL3D(const Configuration& configuration); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Constructor |
|
* @m_deprecated_since{2020,06} Use @ref MeshVisualizerGL3D(const Configuration&) |
|
* instead. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL3D(Configuration) instead") MeshVisualizerGL3D(); |
|
|
|
/** |
|
* @brief Constructor |
|
* @m_deprecated_since_latest Use @ref MeshVisualizerGL3D(const Configuration&) |
|
* instead. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL3D(const Configuration& instead") MeshVisualizerGL3D(Flags flags); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Construct for a multi-draw scenario |
|
* @m_deprecated_since_latest Use @ref MeshVisualizerGL3D(const Configuration&) |
|
* instead. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL3D(const Configuration& instead") MeshVisualizerGL3D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); |
|
#endif |
|
#endif |
|
|
|
/** |
|
* @brief Finalize an asynchronous compilation |
|
* @m_since_latest |
|
* |
|
* Takes an asynchronous compilation state returned by @ref compile() |
|
* and forms a ready-to-use shader object. See @ref shaders-async for |
|
* more information. |
|
*/ |
|
explicit MeshVisualizerGL3D(CompileState&& state); |
|
|
|
/** |
|
* @brief Construct without creating the underlying OpenGL object |
|
* |
|
* The constructed instance is equivalent to a moved-from state. Useful |
|
* in cases where you will overwrite the instance later anyway. Move |
|
* another object over it to make it useful. |
|
* |
|
* This function can be safely used for constructing (and later |
|
* destructing) objects even without any OpenGL context being active. |
|
* However note that this is a low-level and a potentially dangerous |
|
* API, see the documentation of @ref NoCreate for alternatives. |
|
*/ |
|
explicit MeshVisualizerGL3D(NoCreateT) noexcept: Implementation::MeshVisualizerGLBase{NoCreate} {} |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizerGL3D(const MeshVisualizerGL3D&) = delete; |
|
|
|
/** @brief Move constructor */ |
|
MeshVisualizerGL3D(MeshVisualizerGL3D&&) noexcept = default; |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizerGL3D& operator=(const MeshVisualizerGL3D&) = delete; |
|
|
|
/** @brief Move assignment */ |
|
MeshVisualizerGL3D& operator=(MeshVisualizerGL3D&&) noexcept = default; |
|
|
|
/** |
|
* @brief Flags |
|
* |
|
* @see @ref Configuration::setFlags() |
|
*/ |
|
Flags flags() const { |
|
return Flags(UnsignedInt(Implementation::MeshVisualizerGLBase::_flags)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Joint count |
|
* @m_since_latest |
|
* |
|
* If @ref Flag::UniformBuffers is not set, this is the number of joint |
|
* matrices accepted by @ref setJointMatrices() / @ref setJointMatrix(). |
|
* If @ref Flag::UniformBuffers is set, this is the statically defined |
|
* size of the @ref TransformationUniform3D uniform buffer bound with |
|
* @ref bindJointBuffer(). Has no use if @ref Flag::ShaderStorageBuffers |
|
* is set. |
|
* @see @ref Configuration::setJointCount() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt jointCount() const { return _jointCount; } |
|
|
|
/** |
|
* @brief Per-vertex joint count |
|
* @m_since_latest |
|
* |
|
* Returns the value set with @ref Configuration::setJointCount(). If |
|
* @ref Flag::DynamicPerVertexJointCount is set, the count can be |
|
* additionally modified per-draw using @ref setPerVertexJointCount(). |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt perVertexJointCount() const { return _perVertexJointCount; } |
|
|
|
/** |
|
* @brief Secondary per-vertex joint count |
|
* @m_since_latest |
|
* |
|
* Returns the value set with @ref Configuration::setJointCount(). If |
|
* @ref Flag::DynamicPerVertexJointCount is set, the count can be |
|
* additionally modified per-draw using @ref setPerVertexJointCount(). |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt secondaryPerVertexJointCount() const { return _secondaryPerVertexJointCount; } |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Material count |
|
* @m_since_latest |
|
* |
|
* Statically defined size of the @ref MeshVisualizerMaterialUniform |
|
* uniform buffer bound with @ref bindMaterialBuffer(). Has use only if |
|
* @ref Flag::UniformBuffers is set and @ref Flag::ShaderStorageBuffers |
|
* is not set. |
|
* @see @ref Configuration::setMaterialCount() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt materialCount() const { return _materialCount; } |
|
|
|
/** |
|
* @brief Draw count |
|
* @m_since_latest |
|
* |
|
* Statically defined size of each of the |
|
* @ref TransformationUniform3D and |
|
* @ref MeshVisualizerDrawUniform3D uniform buffers, bound with |
|
* @ref bindTransformationBuffer() and @ref bindDrawBuffer(). Has use |
|
* only if @ref Flag::UniformBuffers is set and |
|
* @ref Flag::ShaderStorageBuffers is not set. |
|
* @see @ref Configuration::setDrawCount() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt drawCount() const { return _drawCount; } |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set dynamic per-vertex skinning joint count |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Allows reducing the count of iterated joints for a particular draw |
|
* call, making it possible to use a single shader with meshes that |
|
* contain different count of per-vertex joints. See |
|
* @ref Flag::DynamicPerVertexJointCount for more information. As the |
|
* joint count is tied to the mesh layout, this is a per-draw-call |
|
* setting even in case of @ref Flag::UniformBuffers instead of being |
|
* a value in @ref MeshVisualizerDrawUniform3D. Initial value is same |
|
* as @ref perVertexJointCount() and |
|
* @ref secondaryPerVertexJointCount(). |
|
* |
|
* Expects that @ref Flag::DynamicPerVertexJointCount is set, |
|
* @p count is not larger than @ref perVertexJointCount() and |
|
* @p secondaryCount not larger than @ref secondaryPerVertexJointCount(). |
|
* @see @ref Configuration::setJointCount() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, which |
|
* is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setPerVertexJointCount(UnsignedInt count, UnsignedInt secondaryCount = 0) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setPerVertexJointCount(count, secondaryCount)); |
|
} |
|
#endif |
|
|
|
/** @{ |
|
* @name Uniform setters |
|
* |
|
* Used only if @ref Flag::UniformBuffers is not set. |
|
*/ |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Set transformation and projection matrix |
|
* @m_deprecated_since{2020,06} Use @ref setTransformationMatrix() and |
|
* @ref setProjectionMatrix() instead. |
|
*/ |
|
CORRADE_DEPRECATED("use setTransformationMatrix() and setProjectionMatrix() instead") MeshVisualizerGL3D& setTransformationProjectionMatrix(const Matrix4& matrix) { |
|
/* Keep projection at identity, which should still work for |
|
wireframe (but of course not for TBN visualization) */ |
|
return setTransformationMatrix(matrix); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set transformation matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is an identity matrix. If |
|
* @ref Flag::InstancedTransformation is set, the per-instance |
|
* transformation coming from the @ref TransformationMatrix attribute |
|
* is applied first, before this one. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationUniform3D::transformationMatrix and call |
|
* @ref bindTransformationBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setTransformationMatrix(const Matrix4& matrix); |
|
|
|
/** |
|
* @brief Set projection matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is an identity matrix. (i.e., an orthographic |
|
* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$ |
|
* cube). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref ProjectionUniform3D::projectionMatrix and call |
|
* @ref bindProjectionBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setProjectionMatrix(const Matrix4& matrix); |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief Set transformation matrix |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* Expects that @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. The matrix doesn't need to be normalized, as |
|
* renormalization is done per-fragment anyway. |
|
* Initial value is an identity matrix. If |
|
* @ref Flag::InstancedTransformation is set, the per-instance normal |
|
* matrix coming from the @ref NormalMatrix attribute is applied first, |
|
* before this one. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerDrawUniform3D::normalMatrix and call |
|
* @ref bindDrawBuffer() instead. |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
MeshVisualizerGL3D& setNormalMatrix(const Matrix3x3& matrix); |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set texture coordinate transformation matrix for an object ID texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that the shader was created with |
|
* @ref Flag::TextureTransformation enabled. Initial value is an |
|
* identity matrix. If @ref Flag::InstancedTextureOffset is set, the |
|
* per-instance offset coming from the @ref TextureOffset attribute is |
|
* applied first, before this matrix. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TextureTransformationUniform::rotationScaling and |
|
* @ref TextureTransformationUniform::offset and call |
|
* @ref bindTextureTransformationBuffer() instead. |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4} and |
|
* @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
* @todoc rewrite the ext requirements once we have more textures |
|
*/ |
|
MeshVisualizerGL3D& setTextureMatrix(const Matrix3& matrix) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setTextureMatrix(matrix)); |
|
} |
|
|
|
/** |
|
* @brief Set texture array layer for an object ID texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that the shader was created with @ref Flag::TextureArrays |
|
* enabled. Initial value is @cpp 0 @ce. If |
|
* @ref Flag::InstancedTextureOffset is set and a three-component |
|
* @ref TextureOffsetLayer attribute is used instead of |
|
* @ref TextureOffset, this value is added to the layer coming from the |
|
* third component. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TextureTransformationUniform::layer and call |
|
* @ref bindTextureTransformationBuffer() instead. |
|
* @requires_gl33 Extension @gl_extension{EXT,gpu_shader4} and |
|
* @gl_extension{EXT,texture_array} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. Texture |
|
* arrays are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0.Texture arrays are |
|
* not available in WebGL 1.0. |
|
* @todoc rewrite the ext requirements once we have more textures |
|
*/ |
|
MeshVisualizerGL3D& setTextureLayer(UnsignedInt layer) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setTextureLayer(layer)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set viewport size |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Has effect only if @ref Flag::Wireframe is enabled and geometry |
|
* shaders are used; or if @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled, otherwise it does nothing. Initial value is a zero vector. |
|
*/ |
|
MeshVisualizerGL3D& setViewportSize(const Vector2& size); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set object ID |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::ObjectId is enabled. Initial value is |
|
* @cpp 0 @ce. If @ref Flag::InstancedObjectId is enabled as well, this |
|
* value is added to the ID coming from the @ref ObjectId attribute. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerDrawUniform3D::objectId and call |
|
* @ref bindDrawBuffer() instead. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID input requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID input requires integer support in |
|
* shaders, which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setObjectId(UnsignedInt id) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setObjectId(id)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set base object color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. Expects that either |
|
* @ref Flag::Wireframe or @ref Flag::InstancedObjectId / |
|
* @ref Flag::PrimitiveId / @ref Flag::PrimitiveIdFromVertexId is |
|
* enabled. In case of the latter, the color is multiplied with the |
|
* color map coming from @ref bindColorMapTexture(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::color and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setColor(const Color4& color) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is @cpp 0x000000ff_rgbaf @ce. Expects that |
|
* @ref Flag::Wireframe is enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::wireframeColor and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setWireframeColor(const Color4& color) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setWireframeColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe width |
|
* @return Reference to self (for method chaining) |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::wireframeWidth and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setWireframeWidth(Float width) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setWireframeWidth(width)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set color map transformation |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* Offset and scale applied to the input value coming either from the |
|
* @ref ObjectId attribute or @glsl gl_PrimitiveID @ce, resulting value |
|
* is then used to fetch a color from a color map bound with |
|
* @ref bindColorMapTexture(). Initial value is @cpp 1.0f/512.0f @ce |
|
* and @cpp 1.0/256.0f @ce, meaning that for a 256-entry colormap the |
|
* first 256 values get an exact color from it and the next values will |
|
* be either clamped to last color or repeated depending on the color |
|
* map texture wrapping mode. Expects that either |
|
* @ref Flag::InstancedObjectId or @ref Flag::PrimitiveId / |
|
* @ref Flag::PrimitiveIdFromVertexId is enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::colorMapOffset and |
|
* @ref MeshVisualizerMaterialUniform::colorMapScale and call |
|
* @ref bindMaterialBuffer() instead. |
|
* @requires_gles30 Object ID visualization requires integer attributes |
|
* while primitive ID visualization requires the `gl_VertexID` / |
|
* `gl_PrimitiveID` builtins, neither of which is available in |
|
* OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID visualization requires integer |
|
* attributes while primitive ID visualization requires at least |
|
* the `gl_VertexID` builtin, neither of which is available in |
|
* WebGL 1. |
|
*/ |
|
MeshVisualizerGL3D& setColorMapTransformation(Float offset, Float scale) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setColorMapTransformation(offset, scale)); |
|
} |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief Set line width |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 1.0f @ce. Expects that |
|
* @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::lineWidth and call |
|
* @ref bindMaterialBuffer() instead. |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
MeshVisualizerGL3D& setLineWidth(Float width); |
|
|
|
/** |
|
* @brief Set line length |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* The value is in object space, initial value is @cpp 1.0f @ce. |
|
* Expects that @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::lineLength and call |
|
* @ref bindMaterialBuffer() instead. |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
MeshVisualizerGL3D& setLineLength(Float length); |
|
#endif |
|
|
|
/** |
|
* @brief Set line smoothness |
|
* @return Reference to self (for method chaining) |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe, |
|
* @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::smoothness and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setSmoothness(Float smoothness); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set joint matrices |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Initial values are identity transformations. Expects that the size |
|
* of the @p matrices array is not larger than @ref jointCount(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationUniform3D::transformationMatrix and call |
|
* @ref bindJointBuffer() instead. |
|
* @see @ref setJointMatrix(UnsignedInt, const Matrix4&) |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setJointMatrices(const Containers::ArrayView<const Matrix4> matrices); |
|
|
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& setJointMatrices(std::initializer_list<Matrix4> matrices); |
|
|
|
/** |
|
* @brief Set joint matrix for given joint |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Unlike @ref setJointMatrices() updates just a single joint matrix. |
|
* Expects that @p id is less than @ref jointCount(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationUniform3D::transformationMatrix and call |
|
* @ref bindJointBuffer() instead. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setJointMatrix(UnsignedInt id, const Matrix4& matrix); |
|
|
|
/** |
|
* @brief Set per-instance joint count |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Offset added to joint IDs in the @ref JointIds and |
|
* @ref SecondaryJointIds in instanced draws. Should be less than |
|
* @ref jointCount(). Initial value is @cpp 0 @ce, meaning every |
|
* instance will use the same joint matrices, setting it to a non-zero |
|
* value causes the joint IDs to be interpreted as |
|
* @glsl gl_InstanceID*count + jointId @ce. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerDrawUniform3D::perInstanceJointCount and call |
|
* @ref bindDrawBuffer() instead. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setPerInstanceJointCount(UnsignedInt count) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setPerInstanceJointCount(count)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @{ |
|
* @name Uniform / shader storage buffer binding and related uniform setters |
|
* |
|
* Used if @ref Flag::UniformBuffers is set. |
|
*/ |
|
|
|
/** |
|
* @brief Set a draw offset |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Specifies which item in the @ref TransformationUniform3D and |
|
* @ref MeshVisualizerDrawUniform3D buffers bound with |
|
* @ref bindTransformationBuffer() and @ref bindDrawBuffer() should be |
|
* used for current draw. Expects that @ref Flag::UniformBuffers is set |
|
* and @p offset is less than @ref drawCount(). Initial value is |
|
* @cpp 0 @ce, if @ref drawCount() is @cpp 1 @ce, the function is a |
|
* no-op as the shader assumes draw offset to be always zero. |
|
* |
|
* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this |
|
* value, which makes each draw submitted via |
|
* @ref GL::AbstractShaderProgram::draw(const Containers::Iterable<MeshView>&) |
|
* pick up its own per-draw parameters. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setDrawOffset(UnsignedInt offset) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setDrawOffset(offset)); |
|
} |
|
|
|
/** |
|
* @brief Bind a projection uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain at least one instance of |
|
* @ref ProjectionUniform3D. At the very least you need to call also |
|
* @ref bindTransformationBuffer(), @ref bindDrawBuffer() and |
|
* @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindProjectionBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Bind a transformation uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref TransformationUniform3D. At the very least you need to call |
|
* also @ref bindDrawBuffer() and @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindTransformationBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Bind a draw uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref MeshVisualizerDrawUniform3D. At the very least you need to call |
|
* also @ref bindProjectionBuffer(), @ref bindTransformationBuffer() |
|
* and @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindDrawBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindDrawBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Bind a texture transformation uniform / shader storage buffer for an object ID texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that both @ref Flag::UniformBuffers and |
|
* @ref Flag::TextureTransformation is set. The buffer is expected to |
|
* contain @ref drawCount() instances of |
|
* @ref TextureTransformationUniform. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* Object ID input requires integer support in shaders, which is |
|
* not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
* Object ID input requires integer support in shaders, which is |
|
* not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindTextureTransformationBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindTextureTransformationBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindTextureTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindTextureTransformationBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @brief Bind a material uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref materialCount() instances of |
|
* @ref MeshVisualizerMaterialUniform. At the very least you need to |
|
* call also @ref bindProjectionBuffer(), |
|
* @ref bindTransformationBuffer() and @ref bindDrawBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindMaterialBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @brief Bind a joint matrix uniform / shader storage buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref jointCount() instances of |
|
* @ref TransformationUniform3D. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindJointBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindJointBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindJointBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindJointBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @} |
|
*/ |
|
#endif |
|
|
|
/** @{ |
|
* @name Texture binding |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Bind a color map texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* See also @ref setColorMapTransformation(). Expects that either |
|
* @ref Flag::InstancedObjectId or @ref Flag::PrimitiveId / |
|
* @ref Flag::PrimitiveIdFromVertexId is enabled. |
|
* @requires_gles30 Object ID visualization requires integer attributes |
|
* while primitive ID visualization requires the `gl_VertexID` / |
|
* `gl_PrimitiveID` builtins, neither of which is available in |
|
* OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID visualization requires integer |
|
* attributes while primitive ID visualization requires at least |
|
* the `gl_VertexID` builtin, neither of which is available in |
|
* WebGL 1. |
|
*/ |
|
MeshVisualizerGL3D& bindColorMapTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindColorMapTexture(texture)); |
|
} |
|
|
|
/** |
|
* @brief Bind an object ID texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that the shader was created with @ref Flag::ObjectIdTexture |
|
* enabled. If @ref Flag::TextureArrays is enabled as well, use |
|
* @ref bindObjectIdTexture(GL::Texture2DArray&) instead. The texture |
|
* needs to have an unsigned integer format. |
|
* @see @ref setObjectId(), @ref Flag::TextureTransformation, |
|
* @ref setTextureMatrix() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID visualization requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID visualization requires integer support |
|
* in shaders, which is not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindObjectIdTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindObjectIdTexture(texture)); |
|
} |
|
|
|
/** |
|
* @brief Bind an object ID array texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that the shader was created with both |
|
* @ref Flag::ObjectIdTexture and @ref Flag::TextureArrays enabled. If |
|
* @ref Flag::UniformBuffers is not enabled, the layer is set via |
|
* @ref setTextureLayer(); if @ref Flag::UniformBuffers is enabled, |
|
* @ref Flag::TextureTransformation has to be enabled as well and the |
|
* layer is set via @ref TextureTransformationUniform::layer. |
|
* @see @ref setObjectId(), @ref Flag::TextureTransformation, |
|
* @ref setTextureLayer() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} and |
|
* @gl_extension{EXT,texture_array} |
|
* @requires_gles30 Object ID output requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0. Texture |
|
* arrays are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID output requires integer support in |
|
* shaders, which is not available in WebGL 1.0. Texture arrays |
|
* are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindObjectIdTexture(GL::Texture2DArray& texture) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindObjectIdTexture(texture)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
MAGNUM_GL_ABSTRACTSHADERPROGRAM_SUBCLASS_DRAW_IMPLEMENTATION(MeshVisualizerGL3D) |
|
|
|
private: |
|
/* Creates the GL shader program object but does nothing else. |
|
Internal, used by compile(). */ |
|
explicit MeshVisualizerGL3D(NoInitT): Implementation::MeshVisualizerGLBase{NoInit} {} |
|
|
|
Int _transformationMatrixUniform{9}, |
|
_projectionMatrixUniform{10}; |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
Int _normalMatrixUniform{11}, |
|
_lineWidthUniform{12}, |
|
_lineLengthUniform{13}; |
|
#endif |
|
}; |
|
|
|
/** |
|
@brief Configuration |
|
@m_since_latest |
|
|
|
@see @ref MeshVisualizerGL3D(const Configuration&), |
|
@ref compile(const Configuration&) |
|
*/ |
|
class MeshVisualizerGL3D::Configuration { |
|
public: |
|
explicit Configuration() = default; |
|
|
|
/** @brief Flags */ |
|
Flags flags() const { return _flags; } |
|
|
|
/** |
|
* @brief Set flags |
|
* |
|
* At least one of @ref Flag::Wireframe, @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection, @ref Flag::NormalDirection, |
|
* @ref Flag::ObjectId, @ref Flag::VertexId, @ref Flag::PrimitiveId or |
|
* @ref Flag::PrimitiveIdFromVertexId is expected to be enabled. No |
|
* flags are set by default. |
|
* @see @ref MeshVisualizerGL3D::flags() |
|
*/ |
|
Configuration& setFlags(Flags flags) { |
|
_flags = flags; |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Joint count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt jointCount() const { return _jointCount; } |
|
|
|
/** |
|
* @brief Per-vertex joint count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt perVertexJointCount() const { return _perVertexJointCount; } |
|
|
|
/** |
|
*@brief Secondary per-vertex joint count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt secondaryPerVertexJointCount() const { return _secondaryPerVertexJointCount; } |
|
|
|
/** |
|
* @brief Set joint count |
|
* |
|
* If @ref Flag::UniformBuffers isn't set, @p count describes an upper |
|
* bound on how many joint matrices get supplied to each draw with |
|
* @ref setJointMatrices() / @ref setJointMatrix(). |
|
* |
|
* If @ref Flag::UniformBuffers is set, @p count describes size of a |
|
* @ref TransformationUniform3D buffer bound with |
|
* @ref bindJointBuffer(). Uniform buffers have a statically defined |
|
* size and @cpp count*sizeof(TransformationUniform3D) @ce has to be |
|
* within @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
|
* @ref Flag::ShaderStorageBuffers is set as well, the buffer is |
|
* unbounded and @p count is ignored. The per-vertex joints index into |
|
* the array offset by @ref MeshVisualizerDrawUniform3D::jointOffset. |
|
* |
|
* The @p perVertexCount and @p secondaryPerVertexCount parameters |
|
* describe how many components are taken from @ref JointIds / |
|
* @ref Weights and @ref SecondaryJointIds / @ref SecondaryWeights |
|
* attributes. Both values are expected to not be larger than |
|
* @cpp 4 @ce, setting either of these to @cpp 0 @ce means given |
|
* attribute is not used at all. If both @p perVertexCount and |
|
* @p secondaryPerVertexCount are set to @cpp 0 @ce, skinning is not |
|
* performed. Unless @ref Flag::ShaderStorageBuffers is set, if either |
|
* of them is non-zero, @p count is expected to be non-zero as well. |
|
* |
|
* Default value for all three is @cpp 0 @ce. |
|
* @see @ref MeshVisualizerGL2D::jointCount(), |
|
* @ref MeshVisualizerGL2D::perVertexJointCount(), |
|
* @ref MeshVisualizerGL2D::secondaryPerVertexJointCount(), |
|
* @ref Flag::DynamicPerVertexJointCount, |
|
* @ref MeshVisualizerGL2D::setPerVertexJointCount() |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Skinning requires integer support in shaders, which |
|
* is not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Skinning requires integer support in shaders, |
|
* which is not available in WebGL 1.0. |
|
*/ |
|
Configuration& setJointCount(UnsignedInt count, UnsignedInt perVertexCount, UnsignedInt secondaryPerVertexCount = 0); |
|
|
|
/** |
|
* @brief Material count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt materialCount() const { return _materialCount; } |
|
|
|
/** |
|
* @brief Set material count |
|
* |
|
* If @ref Flag::UniformBuffers is set, describes size of a |
|
* @ref MeshVisualizerMaterialUniform buffer bound with |
|
* @ref bindMaterialBuffer(). Uniform buffers have a statically defined |
|
* size and @cpp count*sizeof(MeshVisualizerMaterialUniform) @ce has to |
|
* be within @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
|
* @ref Flag::ShaderStorageBuffers is set as well, the buffer is |
|
* unbounded and @p count is ignored. The per-draw materials are |
|
* specified via @ref MeshVisualizerDrawUniform3D::materialId. Default |
|
* value is @cpp 1 @ce. |
|
* |
|
* If @ref Flag::UniformBuffers isn't set, this value is ignored. |
|
* @see @ref setFlags(), @ref setDrawCount(), |
|
* @ref MeshVisualizerGL3D::materialCount() |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
Configuration& setMaterialCount(UnsignedInt count) { |
|
_materialCount = count; |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Draw count |
|
* |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt drawCount() const { return _drawCount; } |
|
|
|
/** |
|
* @brief Set draw count |
|
* |
|
* If @ref Flag::UniformBuffers is set, describes size of a |
|
* @ref TransformationUniform3D / @ref MeshVisualizerDrawUniform3D / |
|
* @ref TextureTransformationUniform buffer bound with |
|
* @ref bindTransformationBuffer(), @ref bindDrawBuffer() and |
|
* @ref bindTextureTransformationBuffer(). Uniform buffers have a |
|
* statically defined size and the maximum of |
|
* @cpp count*sizeof(TransformationUniform3D) @ce, |
|
* @cpp count*sizeof(MeshVisualizerDrawUniform3D) @ce and |
|
* @cpp count*sizeof(TextureTransformationUniform) @ce has to be within |
|
* @ref GL::AbstractShaderProgram::maxUniformBlockSize(), if |
|
* @ref Flag::ShaderStorageBuffers is set as well, the buffers are |
|
* unbounded and @p count is ignored. The draw offset is set via |
|
* @ref setDrawOffset(). Default value is @cpp 1 @ce. |
|
* |
|
* If @ref Flag::UniformBuffers isn't set, this value is ignored. |
|
* @see @ref setFlags(), @ref setMaterialCount(), |
|
* @ref MeshVisualizerGL3D::drawCount() |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
Configuration& setDrawCount(UnsignedInt count) { |
|
_drawCount = count; |
|
return *this; |
|
} |
|
#endif |
|
|
|
private: |
|
Flags _flags; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
UnsignedInt _jointCount = 0, |
|
_perVertexJointCount = 0, |
|
_secondaryPerVertexJointCount = 0, |
|
_materialCount = 1, |
|
_drawCount = 1; |
|
#endif |
|
}; |
|
|
|
/** |
|
@brief Asynchronous compilation state |
|
@m_since_latest |
|
|
|
Returned by @ref compile(). See @ref shaders-async for more information. |
|
*/ |
|
class MeshVisualizerGL3D::CompileState: public MeshVisualizerGL3D { |
|
/* Everything deliberately private except for the inheritance */ |
|
friend class MeshVisualizerGL3D; |
|
|
|
explicit CompileState(NoCreateT): MeshVisualizerGL3D{NoCreate}, _vert{NoCreate}, _frag{NoCreate} {} |
|
|
|
explicit CompileState(MeshVisualizerGL3D&& shader, GL::Shader&& vert, GL::Shader&& frag |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
, GL::Shader* geom |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
, GL::Version version |
|
#endif |
|
): MeshVisualizerGL3D{Utility::move(shader)}, _vert{Utility::move(vert)}, _frag{Utility::move(frag)} |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
, _version{version} |
|
#endif |
|
{ |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
if(geom) _geom = Implementation::GLShaderWrapper{Utility::move(*geom)}; |
|
#endif |
|
} |
|
|
|
Implementation::GLShaderWrapper _vert, _frag; |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
Implementation::GLShaderWrapper _geom{NoCreate}; |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
GL::Version _version; |
|
#endif |
|
}; |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL2D,MeshVisualizerGL2D::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL2D::Flag value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL3D,MeshVisualizerGL3D::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL3D::Flag value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL2D,MeshVisualizerGL2D::Flags} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL2D::Flags value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL3D,MeshVisualizerGL3D::Flags} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL3D::Flags value); |
|
|
|
CORRADE_ENUMSET_OPERATORS(MeshVisualizerGL2D::Flags) |
|
CORRADE_ENUMSET_OPERATORS(MeshVisualizerGL3D::Flags) |
|
|
|
}} |
|
#else |
|
#error this header is available only in the OpenGL build |
|
#endif |
|
|
|
#endif
|
|
|