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1648 lines
80 KiB
1648 lines
80 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#include "MeshVisualizerGL.h" |
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#include <Corrade/Containers/EnumSet.hpp> |
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#include <Corrade/Containers/Iterable.h> |
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#include <Corrade/Utility/Resource.h> |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/Math/Matrix3.h" |
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#include "Magnum/Math/Matrix4.h" |
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#include "Magnum/GL/Context.h" |
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#include "Magnum/GL/Extensions.h" |
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#include "Magnum/GL/Shader.h" |
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#include "Magnum/GL/Texture.h" |
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#ifndef MAGNUM_TARGET_GLES2 |
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#include <Corrade/Containers/String.h> |
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#include <Corrade/Utility/Format.h> |
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#include "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/TextureArray.h" |
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#endif |
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" |
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namespace Magnum { namespace Shaders { |
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using namespace Containers::Literals; |
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namespace { |
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enum: Int { |
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/* First four taken by Phong (A/D/S/N) */ |
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ColorMapTextureUnit = 4, |
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ObjectIdTextureUnit = 5 /* shared with Flat and Phong */ |
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}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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enum: Int { |
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/* Projection, transformation, texture transformation and joints is |
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slots 0, 1, 3, 6 in all shaders so shaders can be switched without |
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rebinding everything */ |
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ProjectionBufferBinding = 0, |
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/* Not using the zero binding to avoid conflicts with |
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ProjectionBufferBinding from the 3D variant which can likely stay |
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bound to the same buffer for the whole time */ |
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TransformationProjectionBufferBinding = 1, |
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TransformationBufferBinding = 1, |
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DrawBufferBinding = 2, |
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TextureTransformationBufferBinding = 3, |
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MaterialBufferBinding = 4, |
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/* 5 unused */ |
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JointBufferBinding = 6, |
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}; |
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#endif |
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} |
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namespace Implementation { |
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void MeshVisualizerGLBase::assertExtensions(const FlagsBase flags) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef CORRADE_NO_ASSERT |
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Int countMutuallyExclusive = 0; |
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if(flags & FlagBase::ObjectId) ++countMutuallyExclusive; |
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if(flags & FlagBase::VertexId) ++countMutuallyExclusive; |
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if(flags & FlagBase::PrimitiveIdFromVertexId) ++countMutuallyExclusive; |
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#endif |
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CORRADE_ASSERT(countMutuallyExclusive <= 1, |
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"Shaders::MeshVisualizerGL: Flag::ObjectId, Flag::VertexId and Flag::PrimitiveId are mutually exclusive", ); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(flags & FlagBase::TextureTransformation) || flags >= FlagBase::ObjectIdTexture, |
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"Shaders::MeshVisualizerGL: texture transformation enabled but the shader is not textured", ); |
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CORRADE_ASSERT(!(flags & FlagBase::TextureArrays) || flags >= FlagBase::ObjectIdTexture, |
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"Shaders::MeshVisualizerGL: texture arrays enabled but the shader is not textured", ); |
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CORRADE_ASSERT(!(flags & FlagBase::UniformBuffers) || !(flags & FlagBase::TextureArrays) || flags >= (FlagBase::TextureArrays|FlagBase::TextureTransformation), |
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"Shaders::MeshVisualizerGL: texture arrays require texture transformation enabled as well if uniform buffers are used", ); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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if(flags >= FlagBase::ObjectId) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::gpu_shader4); |
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if(flags >= FlagBase::UniformBuffers) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= FlagBase::MultiDraw) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); |
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#elif !defined(MAGNUM_TARGET_WEBGL) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); |
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#else |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); |
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#endif |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags & FlagBase::Wireframe && !(flags & FlagBase::NoGeometryShader)) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL320); |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::geometry_shader4); |
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#elif !defined(MAGNUM_TARGET_WEBGL) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::geometry_shader); |
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#endif |
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} |
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#else |
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if(flags & FlagBase::Wireframe) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::OES::standard_derivatives); |
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#endif |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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if(flags & FlagBase::PrimitiveId && !(flags >= FlagBase::PrimitiveIdFromVertexId)) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL320); |
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#else |
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GLES320); |
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#endif |
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} |
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#endif |
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#ifdef MAGNUM_BUILD_STATIC |
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/* Import resources on static build, if not already */ |
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if(!Utility::Resource::hasGroup("MagnumShadersGL"_s)) |
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importShaderResources(); |
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#endif |
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} |
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GL::Version MeshVisualizerGLBase::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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, const UnsignedInt |
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#ifndef MAGNUM_TARGET_GLES |
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dimensions /* used for a uniform initializer, which isn't on GLSL ES */ |
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#endif |
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, const UnsignedInt jointCount, const UnsignedInt perVertexJointCount, const UnsignedInt secondaryPerVertexJointCount, const UnsignedInt materialCount, const UnsignedInt drawCount, const UnsignedInt perInstanceJointCountUniform, const UnsignedInt perVertexJointCountUniform |
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#endif |
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) { |
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GL::Context& context = GL::Context::current(); |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); |
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/* Extended in MeshVisualizerGL3D for TBN visualization */ |
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CORRADE_INTERNAL_ASSERT(!(flags & FlagBase::Wireframe) || flags & FlagBase::NoGeometryShader || version >= GL::Version::GL320); |
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#elif !defined(MAGNUM_TARGET_WEBGL) |
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/* ES 3.2 needed for gl_PrimitiveID */ |
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const GL::Version version = context.supportedVersion({GL::Version::GLES320, GL::Version::GLES310, GL::Version::GLES300, GL::Version::GLES200}); |
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/* Extended in MeshVisualizerGL3D for TBN visualization */ |
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CORRADE_INTERNAL_ASSERT(!(flags & FlagBase::Wireframe) || flags & FlagBase::NoGeometryShader || version >= GL::Version::GLES310); |
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#else |
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const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); |
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#endif |
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vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); |
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vert.addSource(flags & FlagBase::Wireframe ? "#define WIREFRAME_RENDERING\n"_s : ""_s) |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags >= FlagBase::ObjectIdTexture ? "#define TEXTURED\n"_s : ""_s) |
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.addSource(flags & FlagBase::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n"_s : ""_s) |
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.addSource(flags & FlagBase::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
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.addSource(flags >= FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n"_s : ""_s) |
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#endif |
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.addSource(flags & FlagBase::InstancedTransformation ? "#define INSTANCED_TRANSFORMATION\n"_s : ""_s) |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags >= FlagBase::InstancedTextureOffset ? "#define INSTANCED_TEXTURE_OFFSET\n"_s : ""_s) |
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.addSource(flags & FlagBase::VertexId ? "#define VERTEX_ID\n"_s : ""_s) |
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.addSource(flags >= FlagBase::PrimitiveIdFromVertexId ? "#define PRIMITIVE_ID_FROM_VERTEX_ID\n"_s : ""_s) |
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#endif |
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#ifdef MAGNUM_TARGET_WEBGL |
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.addSource("#define SUBSCRIPTING_WORKAROUND\n"_s) |
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#elif defined(MAGNUM_TARGET_GLES2) |
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.addSource(context.detectedDriver() & GL::Context::DetectedDriver::Angle ? |
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"#define SUBSCRIPTING_WORKAROUND\n"_s : ""_s) |
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#endif |
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; |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(jointCount) { |
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vert.addSource(Utility::format( |
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"#define JOINT_COUNT {}\n" |
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"#define PER_VERTEX_JOINT_COUNT {}u\n" |
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"#define SECONDARY_PER_VERTEX_JOINT_COUNT {}u\n" |
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#ifndef MAGNUM_TARGET_GLES |
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"#define JOINT_MATRIX_INITIALIZER {}\n" |
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#endif |
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"#define PER_INSTANCE_JOINT_COUNT_LOCATION {}\n", |
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jointCount, |
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perVertexJointCount, |
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secondaryPerVertexJointCount, |
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#ifndef MAGNUM_TARGET_GLES |
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((dimensions == 2 ? "mat3(1.0), "_s : "mat4(1.0), "_s)*jointCount).exceptSuffix(2), |
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#endif |
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perInstanceJointCountUniform)); |
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} |
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if(flags >= FlagBase::DynamicPerVertexJointCount) { |
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vert.addSource(Utility::format( |
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"#define DYNAMIC_PER_VERTEX_JOINT_COUNT\n" |
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"#define PER_VERTEX_JOINT_COUNT_LOCATION {}\n", |
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perVertexJointCountUniform)); |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= FlagBase::UniformBuffers) { |
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vert.addSource(Utility::format( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n" |
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"#define MATERIAL_COUNT {}\n", |
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drawCount, |
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materialCount)); |
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vert.addSource(flags >= FlagBase::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
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} |
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#endif |
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frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); |
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frag.addSource(flags & FlagBase::Wireframe ? "#define WIREFRAME_RENDERING\n"_s : ""_s) |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags & FlagBase::ObjectId ? "#define OBJECT_ID\n"_s : ""_s) |
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.addSource(flags >= FlagBase::ObjectIdTexture ? "#define OBJECT_ID_TEXTURE\n"_s : ""_s) |
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.addSource(flags & FlagBase::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
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.addSource(flags >= FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n"_s : ""_s) |
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.addSource(flags & FlagBase::VertexId ? "#define VERTEX_ID\n"_s : ""_s) |
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.addSource(flags & FlagBase::PrimitiveId ? |
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(flags >= FlagBase::PrimitiveIdFromVertexId ? |
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"#define PRIMITIVE_ID_FROM_VERTEX_ID\n"_s : |
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"#define PRIMITIVE_ID\n"_s) : ""_s) |
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#endif |
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; |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= FlagBase::UniformBuffers) { |
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frag.addSource(Utility::format( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n" |
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"#define MATERIAL_COUNT {}\n", |
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drawCount, |
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materialCount)); |
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frag.addSource(flags >= FlagBase::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
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} |
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#endif |
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return version; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setPerVertexJointCount(const UnsignedInt count, const UnsignedInt secondaryCount) { |
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CORRADE_ASSERT(_flags >= FlagBase::DynamicPerVertexJointCount, |
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"Shaders::MeshVisualizerGL::setPerVertexJointCount(): the shader was not created with dynamic per-vertex joint count enabled", *this); |
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CORRADE_ASSERT(count <= _perVertexJointCount, |
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"Shaders::MeshVisualizerGL::setPerVertexJointCount(): expected at most" << _perVertexJointCount << "per-vertex joints, got" << count, *this); |
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CORRADE_ASSERT(secondaryCount <= _secondaryPerVertexJointCount, |
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"Shaders::MeshVisualizerGL::setPerVertexJointCount(): expected at most" << _secondaryPerVertexJointCount << "secondary per-vertex joints, got" << secondaryCount, *this); |
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setUniform(_perVertexJointCountUniform, Vector2ui{count, secondaryCount}); |
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return *this; |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setTextureMatrix(const Matrix3& matrix) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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CORRADE_ASSERT(_flags & FlagBase::TextureTransformation, |
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"Shaders::MeshVisualizerGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); |
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setUniform(_textureMatrixUniform, matrix); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setTextureLayer(UnsignedInt id) { |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setTextureLayer(): the shader was created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & FlagBase::TextureArrays, |
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"Shaders::MeshVisualizerGL::setTextureLayer(): the shader was not created with texture arrays enabled", *this); |
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setUniform(_textureLayerUniform, id); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setObjectId(UnsignedInt id) { |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setObjectId(): the shader was created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & FlagBase::ObjectId, |
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"Shaders::MeshVisualizerGL::setObjectId(): the shader was not created with object ID enabled", *this); |
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setUniform(_objectIdUniform, id); |
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return *this; |
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} |
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#endif |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setColor(const Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(_flags & (FlagBase::Wireframe|FlagBase::ObjectId|FlagBase::VertexId|FlagBase::PrimitiveId), |
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"Shaders::MeshVisualizerGL::setColor(): the shader was not created with wireframe or object/vertex/primitive ID enabled", *this); |
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#else |
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CORRADE_ASSERT(_flags & FlagBase::Wireframe, |
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"Shaders::MeshVisualizerGL::setColor(): the shader was not created with wireframe enabled", *this); |
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#endif |
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setUniform(_colorUniform, color); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setWireframeColor(const Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setWireframeColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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CORRADE_ASSERT(_flags & FlagBase::Wireframe, |
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"Shaders::MeshVisualizerGL::setWireframeColor(): the shader was not created with wireframe enabled", *this); |
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setUniform(_wireframeColorUniform, color); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setWireframeWidth(const Float width) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setWireframeWidth(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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CORRADE_ASSERT(_flags & FlagBase::Wireframe, |
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"Shaders::MeshVisualizerGL::setWireframeWidth(): the shader was not created with wireframe enabled", *this); |
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setUniform(_wireframeWidthUniform, width); |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setColorMapTransformation(const Float offset, const Float scale) { |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setColorMapTransformation(): the shader was created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & (FlagBase::ObjectId|FlagBase::VertexId|FlagBase::PrimitiveId), |
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"Shaders::MeshVisualizerGL::setColorMapTransformation(): the shader was not created with object/vertex/primitive ID enabled", *this); |
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setUniform(_colorMapOffsetScaleUniform, Vector2{offset, scale}); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setPerInstanceJointCount(const UnsignedInt count) { |
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CORRADE_ASSERT(!(_flags >= FlagBase::UniformBuffers), |
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"Shaders::MeshVisualizerGL::setPerInstanceJointCount(): the shader was created with uniform buffers enabled", *this); |
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setUniform(_perInstanceJointCountUniform, count); |
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return *this; |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& MeshVisualizerGLBase::setDrawOffset(const UnsignedInt offset) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(offset < _drawCount, |
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"Shaders::MeshVisualizerGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); |
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if(_drawCount > 1) setUniform(_drawOffsetUniform, offset); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindTextureTransformationBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & FlagBase::TextureTransformation, |
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"Shaders::MeshVisualizerGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & FlagBase::TextureTransformation, |
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"Shaders::MeshVisualizerGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindMaterialBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindJointBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::bindJointBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, JointBufferBinding); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindJointBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= FlagBase::UniformBuffers, |
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"Shaders::MeshVisualizerGL::bindJointBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, JointBufferBinding, offset, size); |
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return *this; |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindColorMapTexture(GL::Texture2D& texture) { |
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CORRADE_ASSERT(_flags & (FlagBase::ObjectId|FlagBase::VertexId|FlagBase::PrimitiveId), |
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"Shaders::MeshVisualizerGL::bindColorMapTexture(): the shader was not created with object/vertex/primitive ID enabled", *this); |
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texture.bind(ColorMapTextureUnit); |
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return *this; |
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} |
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MeshVisualizerGLBase& MeshVisualizerGLBase::bindObjectIdTexture(GL::Texture2D& texture) { |
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CORRADE_ASSERT(_flags >= FlagBase::ObjectIdTexture, |
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"Shaders::MeshVisualizerGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled", *this); |
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#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & FlagBase::TextureArrays), |
|
"Shaders::MeshVisualizerGL::bindObjectIdTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
texture.bind(ObjectIdTextureUnit); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGLBase& MeshVisualizerGLBase::bindObjectIdTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags >= FlagBase::ObjectIdTexture, |
|
"Shaders::MeshVisualizerGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled", *this); |
|
CORRADE_ASSERT(_flags & FlagBase::TextureArrays, |
|
"Shaders::MeshVisualizerGL::bindObjectIdTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
texture.bind(ObjectIdTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
} |
|
|
|
MeshVisualizerGL2D::CompileState MeshVisualizerGL2D::compile(const Configuration& configuration) { |
|
const FlagsBase baseFlags = Implementation::MeshVisualizerGLBase::FlagBase(UnsignedInt(configuration.flags())); |
|
assertExtensions(baseFlags); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(configuration.flags() & ((Flag::Wireframe|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId) & ~Flag::NoGeometryShader), |
|
"Shaders::MeshVisualizerGL2D: at least one visualization feature has to be enabled", CompileState{NoCreate}); |
|
#else |
|
CORRADE_ASSERT(configuration.flags() & (Flag::Wireframe & ~Flag::NoGeometryShader), |
|
"Shaders::MeshVisualizerGL2D: at least Flag::Wireframe has to be enabled", CompileState{NoCreate}); |
|
#endif |
|
|
|
/* Has to be here and not in the base class in order to have it exit the |
|
constructor when testing for asserts -- GLSL compilation would fail |
|
otherwise */ |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.materialCount(), |
|
"Shaders::MeshVisualizerGL2D: material count can't be zero", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.drawCount(), |
|
"Shaders::MeshVisualizerGL2D: draw count can't be zero", CompileState{NoCreate}); |
|
#endif |
|
|
|
/* Has to be here and not in the base class in order to have it exit the |
|
constructor when testing for asserts -- GLSL compilation would fail |
|
otherwise */ |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::DynamicPerVertexJointCount) || configuration.jointCount(), |
|
"Shaders::MeshVisualizerGL2D: dynamic per-vertex joint count enabled for zero joints", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::InstancedTransformation) || !configuration.secondaryPerVertexJointCount(), |
|
"Shaders::MeshVisualizerGL2D: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead", CompileState{NoCreate}); |
|
#endif |
|
|
|
MeshVisualizerGL2D out{NoInit}; |
|
out._flags = baseFlags; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
out._jointCount = configuration.jointCount(); |
|
out._perVertexJointCount = configuration.perVertexJointCount(); |
|
out._secondaryPerVertexJointCount = configuration.secondaryPerVertexJointCount(); |
|
out._materialCount = configuration.materialCount(); |
|
out._drawCount = configuration.drawCount(); |
|
out._perInstanceJointCountUniform = out._jointMatricesUniform + configuration.jointCount(); |
|
out._perVertexJointCountUniform = configuration.flags() >= Flag::UniformBuffers ? |
|
2 : out._perInstanceJointCountUniform + 1; |
|
#endif |
|
|
|
Utility::Resource rs{"MagnumShadersGL"}; |
|
GL::Shader vert{NoCreate}; |
|
GL::Shader frag{NoCreate}; |
|
const GL::Version version = setupShaders(vert, frag, rs, baseFlags |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
, 2, configuration.jointCount(), configuration.perVertexJointCount(), configuration.secondaryPerVertexJointCount(), configuration.materialCount(), configuration.drawCount(), out._perInstanceJointCountUniform, out._perVertexJointCountUniform |
|
#endif |
|
); |
|
Containers::Optional<GL::Shader> geom; |
|
|
|
vert.addSource("#define TWO_DIMENSIONS\n"_s) |
|
/* Pass NO_GEOMETRY_SHADER not only when NoGeometryShader but also when |
|
nothing actually needs it, as that makes checks much simpler in |
|
the shader code */ |
|
.addSource((configuration.flags() & Flag::NoGeometryShader) || !(configuration.flags() & Flag::Wireframe) ? |
|
"#define NO_GEOMETRY_SHADER\n"_s : ""_s) |
|
.addSource(rs.getString("generic.glsl"_s)) |
|
.addSource(rs.getString("MeshVisualizer.vert"_s)) |
|
.submitCompile(); |
|
|
|
frag |
|
/* Pass NO_GEOMETRY_SHADER not only when NoGeometryShader but also when |
|
nothing actually needs it, as that makes checks much simpler in |
|
the shader code */ |
|
.addSource((configuration.flags() & Flag::NoGeometryShader) || !(configuration.flags() & Flag::Wireframe) ? |
|
"#define NO_GEOMETRY_SHADER\n"_s : ""_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::UniformBuffers) |
|
frag.addSource("#define TWO_DIMENSIONS\n"_s); |
|
#endif |
|
frag.addSource(rs.getString("generic.glsl"_s)) |
|
.addSource(rs.getString("MeshVisualizer.frag"_s)) |
|
.submitCompile(); |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(configuration.flags() & Flag::Wireframe && !(configuration.flags() & Flag::NoGeometryShader)) { |
|
geom = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Geometry); |
|
(*geom) |
|
.addSource("#define WIREFRAME_RENDERING\n#define MAX_VERTICES 3\n"_s) |
|
.addSource(baseFlags >= FlagBase::ObjectIdTexture ? "#define TEXTURED\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::ObjectId ? "#define OBJECT_ID\n"_s : ""_s) |
|
.addSource(baseFlags >= FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::VertexId ? "#define VERTEX_ID\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::PrimitiveId ? |
|
(baseFlags >= FlagBase::PrimitiveIdFromVertexId ? |
|
"#define PRIMITIVE_ID_FROM_VERTEX_ID\n"_s : |
|
"#define PRIMITIVE_ID\n"_s) : ""_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::UniformBuffers) { |
|
geom->addSource(Utility::format( |
|
"#define TWO_DIMENSIONS\n" |
|
"#define UNIFORM_BUFFERS\n" |
|
"#define DRAW_COUNT {}\n" |
|
"#define MATERIAL_COUNT {}\n", |
|
configuration.drawCount(), |
|
configuration.materialCount())); |
|
geom->addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
|
} |
|
#endif |
|
(*geom) |
|
.addSource(rs.getString("MeshVisualizer.geom"_s)) |
|
.submitCompile(); |
|
} |
|
#else |
|
static_cast<void>(version); |
|
#endif |
|
|
|
out.attachShaders({vert, frag}); |
|
if(geom) out.attachShader(*geom); |
|
|
|
/* ES3 has this done in the shader directly */ |
|
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Context& context = GL::Context::current(); |
|
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
|
#endif |
|
{ |
|
out.bindAttributeLocation(Position::Location, "position"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::ObjectIdTexture) |
|
out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"_s); |
|
if(configuration.flags() >= Flag::InstancedObjectId) |
|
out.bindAttributeLocation(ObjectId::Location, "instanceObjectId"_s); |
|
#endif |
|
if(configuration.flags() & Flag::InstancedTransformation) |
|
out.bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::InstancedTextureOffset) |
|
out.bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset"_s); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!context.isVersionSupported(GL::Version::GL310)) |
|
#endif |
|
{ |
|
out.bindAttributeLocation(VertexIndex::Location, "vertexIndex"_s); |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Configuration::setJointCount() checks that jointCount and |
|
perVertexJointCount / secondaryPerVertexJointCount are either all |
|
zero or non-zero so we don't need to check for jointCount() here */ |
|
if(configuration.perVertexJointCount()) { |
|
out.bindAttributeLocation(Weights::Location, "weights"_s); |
|
out.bindAttributeLocation(JointIds::Location, "jointIds"_s); |
|
} |
|
if(configuration.secondaryPerVertexJointCount()) { |
|
out.bindAttributeLocation(SecondaryWeights::Location, "secondaryWeights"_s); |
|
out.bindAttributeLocation(SecondaryJointIds::Location, "secondaryJointIds"_s); |
|
} |
|
#endif |
|
} |
|
#endif |
|
|
|
out.submitLink(); |
|
|
|
return CompileState{std::move(out), std::move(vert), std::move(frag) |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
, geom ? &*geom : nullptr |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
, version |
|
#endif |
|
}; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
MeshVisualizerGL2D::CompileState MeshVisualizerGL2D::compile(const Flags flags) { |
|
return compile(Configuration{} |
|
.setFlags(flags)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D::CompileState MeshVisualizerGL2D::compile(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount) { |
|
return compile(Configuration{} |
|
.setFlags(flags) |
|
.setMaterialCount(materialCount) |
|
.setDrawCount(drawCount)); |
|
} |
|
#endif |
|
#endif |
|
|
|
MeshVisualizerGL2D::MeshVisualizerGL2D(CompileState&& state): MeshVisualizerGL2D{static_cast<MeshVisualizerGL2D&&>(std::move(state))} { |
|
#ifdef CORRADE_GRACEFUL_ASSERT |
|
/* When graceful assertions fire from within compile(), we get a NoCreate'd |
|
CompileState. Exiting makes it possible to test the assert. */ |
|
if(!id()) return; |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
if(state._geom.id) { |
|
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag), GL::Shader(state._geom)})); |
|
} else |
|
#endif |
|
{ |
|
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)})); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Context& context = GL::Context::current(); |
|
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(state._version)) |
|
#endif |
|
{ |
|
/* This one is used also in the UBO case as it's usually a global |
|
setting */ |
|
if((flags() & Flag::Wireframe) && !(flags() & Flag::NoGeometryShader)) |
|
_viewportSizeUniform = uniformLocation("viewportSize"_s); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::DynamicPerVertexJointCount) |
|
_perVertexJointCountUniform = uniformLocation("perVertexJointCount"_s); |
|
if(flags() >= Flag::UniformBuffers) { |
|
if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"_s); |
|
} else |
|
#endif |
|
{ |
|
_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() & Flag::TextureTransformation) |
|
_textureMatrixUniform = uniformLocation("textureMatrix"_s); |
|
if(flags() & Flag::TextureArrays) |
|
_textureLayerUniform = uniformLocation("textureLayer"_s); |
|
#endif |
|
if(flags() & (Flag::Wireframe |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId |
|
#endif |
|
)) |
|
_colorUniform = uniformLocation("color"_s); |
|
if(flags() & Flag::Wireframe) { |
|
_wireframeColorUniform = uniformLocation("wireframeColor"_s); |
|
_wireframeWidthUniform = uniformLocation("wireframeWidth"_s); |
|
_smoothnessUniform = uniformLocation("smoothness"_s); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() & (Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) { |
|
_colorMapOffsetScaleUniform = uniformLocation("colorMapOffsetScale"_s); |
|
} |
|
if(flags() & Flag::ObjectId) |
|
_objectIdUniform = uniformLocation("objectId"_s); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_jointCount) { |
|
_jointMatricesUniform = uniformLocation("jointMatrices"_s); |
|
_perInstanceJointCountUniform = uniformLocation("perInstanceJointCount"_s); |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(flags() && !context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(state._version)) |
|
#endif |
|
{ |
|
if(flags() & (Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) { |
|
setUniform(uniformLocation("colorMapTexture"_s), ColorMapTextureUnit); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::ObjectIdTexture) |
|
setUniform(uniformLocation("objectIdTextureData"_s), ObjectIdTextureUnit); |
|
if(flags() >= Flag::UniformBuffers) { |
|
setUniformBlockBinding(uniformBlockIndex("TransformationProjection"_s), TransformationProjectionBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Draw"_s), DrawBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Material"_s), MaterialBufferBinding); |
|
if(flags() & Flag::TextureTransformation) |
|
setUniformBlockBinding(uniformBlockIndex("TextureTransformation"_s), TextureTransformationBufferBinding); |
|
if(_jointCount) |
|
setUniformBlockBinding(uniformBlockIndex("Joint"_s), JointBufferBinding); |
|
} |
|
#endif |
|
} |
|
#endif |
|
|
|
/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
|
#ifdef MAGNUM_TARGET_GLES |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::DynamicPerVertexJointCount) |
|
setPerVertexJointCount(_perVertexJointCount, _secondaryPerVertexJointCount); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::UniformBuffers) { |
|
/* Viewport size is zero by default */ |
|
/* Draw offset is zero by default */ |
|
} else |
|
#endif |
|
{ |
|
setTransformationProjectionMatrix(Matrix3{Math::IdentityInit}); |
|
if(flags() & (Flag::Wireframe |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId |
|
#endif |
|
)) |
|
setColor(Color3(1.0f)); |
|
if(flags() & Flag::Wireframe) { |
|
/* Viewport size is zero by default */ |
|
setWireframeColor(Color3{0.0f}); |
|
setWireframeWidth(1.0f); |
|
setSmoothness(2.0f); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() & (Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) |
|
setColorMapTransformation(1.0f/512.0f, 1.0f/256.0f); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_jointCount) { |
|
setJointMatrices(Containers::Array<Matrix3>{DirectInit, _jointCount, Math::IdentityInit}); |
|
/* Per-instance joint count is zero by default */ |
|
} |
|
#endif |
|
} |
|
#endif |
|
} |
|
|
|
MeshVisualizerGL2D::MeshVisualizerGL2D(const Configuration& configuration): MeshVisualizerGL2D{compile(configuration)} {} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
MeshVisualizerGL2D::MeshVisualizerGL2D(const Flags flags): MeshVisualizerGL2D{Configuration{} |
|
.setFlags(flags)} {} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D::MeshVisualizerGL2D(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount): MeshVisualizerGL2D{compile(Configuration{} |
|
.setFlags(flags) |
|
.setMaterialCount(materialCount) |
|
.setDrawCount(drawCount))} {} |
|
#endif |
|
#endif |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::setViewportSize(const Vector2& size) { |
|
/* Not asserting here, since the relation to wireframe is a bit vague. |
|
Also it's an ugly hack that should be removed, ideally. */ |
|
if(flags() & Flag::Wireframe && !(flags() & Flag::NoGeometryShader)) |
|
setUniform(_viewportSizeUniform, size); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::setTransformationProjectionMatrix(const Matrix3& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL2D::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_transformationProjectionMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::setSmoothness(const Float smoothness) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL2D::setSmoothness(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
/* This is a bit vaguely related but less vague than setViewportSize() so |
|
asserting in this case. */ |
|
CORRADE_ASSERT(flags() & Flag::Wireframe, |
|
"Shaders::MeshVisualizerGL2D::setSmoothness(): the shader was not created with wireframe enabled", *this); |
|
setUniform(_smoothnessUniform, smoothness); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D& MeshVisualizerGL2D::setJointMatrices(const Containers::ArrayView<const Matrix3> matrices) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL2D::setJointMatrices(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(matrices.size() <= _jointCount, |
|
"Shaders::MeshVisualizerGL2D::setJointMatrices(): expected at most" << _jointCount << "items but got" << matrices.size(), *this); |
|
if(_jointCount) setUniform(_jointMatricesUniform, matrices); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::setJointMatrices(const std::initializer_list<Matrix3> matrices) { |
|
return setJointMatrices(Containers::arrayView(matrices)); |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::setJointMatrix(const UnsignedInt id, const Matrix3& matrix) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL2D::setJointMatrix(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(id < _jointCount, |
|
"Shaders::MeshVisualizerGL2D::setJointMatrix(): joint ID" << id << "is out of bounds for" << _jointCount << "joints", *this); |
|
setUniform(_jointMatricesUniform + id, matrix); |
|
return *this; |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D& MeshVisualizerGL2D::bindTransformationProjectionBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL2D::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL2D::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::bindDrawBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL2D::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL2D& MeshVisualizerGL2D::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL2D::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); |
|
return *this; |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D::Configuration& MeshVisualizerGL2D::Configuration::setJointCount(UnsignedInt count, UnsignedInt perVertexCount, UnsignedInt secondaryPerVertexCount) { |
|
CORRADE_ASSERT(perVertexCount <= 4, |
|
"Shaders::MeshVisualizerGL2D::Configuration::setJointCount(): expected at most 4 per-vertex joints, got" << perVertexCount, *this); |
|
CORRADE_ASSERT(secondaryPerVertexCount <= 4, |
|
"Shaders::MeshVisualizerGL2D::Configuration::setJointCount(): expected at most 4 secondary per-vertex joints, got" << secondaryPerVertexCount, *this); |
|
CORRADE_ASSERT(!count == (!perVertexCount && !secondaryPerVertexCount), |
|
"Shaders::MeshVisualizerGL2D::Configuration::setJointCount(): either both joint count and (secondary) per-vertex joint count has to be non-zero, or all zero", *this); |
|
_jointCount = count; |
|
_perVertexJointCount = perVertexCount; |
|
_secondaryPerVertexJointCount = secondaryPerVertexCount; |
|
return *this; |
|
} |
|
#endif |
|
|
|
MeshVisualizerGL3D::CompileState MeshVisualizerGL3D::compile(const Configuration& configuration) { |
|
FlagsBase baseFlags = Implementation::MeshVisualizerGLBase::FlagBase(UnsignedInt(configuration.flags())); |
|
assertExtensions(baseFlags); |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
CORRADE_ASSERT(configuration.flags() & ((Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId) & ~Flag::NoGeometryShader), |
|
"Shaders::MeshVisualizerGL3D: at least one visualization feature has to be enabled", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::NoGeometryShader && configuration.flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)), |
|
"Shaders::MeshVisualizerGL3D: geometry shader has to be enabled when rendering TBN direction", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::BitangentDirection && configuration.flags() & Flag::BitangentFromTangentDirection), |
|
"Shaders::MeshVisualizerGL3D: Flag::BitangentDirection and Flag::BitangentFromTangentDirection are mutually exclusive", CompileState{NoCreate}); |
|
#elif !defined(MAGNUM_TARGET_GLES2) |
|
CORRADE_ASSERT(configuration.flags() & ((Flag::Wireframe|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId) & ~Flag::NoGeometryShader), |
|
"Shaders::MeshVisualizerGL3D: at least one visualization feature has to be enabled", CompileState{NoCreate}); |
|
#else |
|
CORRADE_ASSERT(configuration.flags() & (Flag::Wireframe & ~Flag::NoGeometryShader), |
|
"Shaders::MeshVisualizerGL3D: at least Flag::Wireframe has to be enabled", CompileState{NoCreate}); |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::InstancedObjectId) || !(configuration.flags() & Flag::BitangentDirection), |
|
"Shaders::MeshVisualizerGL3D: Bitangent attribute binding conflicts with the ObjectId attribute, use a Tangent4 attribute with instanced object ID rendering instead", CompileState{NoCreate}); |
|
#endif |
|
|
|
/* Has to be here and not in the base class in order to have it exit the |
|
constructor when testing for asserts -- GLSL compilation would fail |
|
otherwise */ |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.materialCount(), |
|
"Shaders::MeshVisualizerGL3D: material count can't be zero", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.drawCount(), |
|
"Shaders::MeshVisualizerGL3D: draw count can't be zero", CompileState{NoCreate}); |
|
#endif |
|
|
|
/* Has to be here and not in the base class in order to have it exit the |
|
constructor when testing for asserts -- GLSL compilation would fail |
|
otherwise */ |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::DynamicPerVertexJointCount) || configuration.jointCount(), |
|
"Shaders::MeshVisualizerGL3D: dynamic per-vertex joint count enabled for zero joints", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::InstancedTransformation) || !configuration.secondaryPerVertexJointCount(), |
|
"Shaders::MeshVisualizerGL3D: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead", CompileState{NoCreate}); |
|
#endif |
|
|
|
MeshVisualizerGL3D out{NoInit}; |
|
out._flags = baseFlags; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
out._jointCount = configuration.jointCount(); |
|
out._perVertexJointCount = configuration.perVertexJointCount(); |
|
out._secondaryPerVertexJointCount = configuration.secondaryPerVertexJointCount(); |
|
out._materialCount = configuration.materialCount(); |
|
out._drawCount = configuration.drawCount(); |
|
out._perInstanceJointCountUniform = out._jointMatricesUniform + configuration.jointCount(); |
|
out._perVertexJointCountUniform = configuration.flags() >= Flag::UniformBuffers ? |
|
2 : out._perInstanceJointCountUniform + 1; |
|
#endif |
|
|
|
Utility::Resource rs{"MagnumShadersGL"}; |
|
GL::Shader vert{NoCreate}; |
|
GL::Shader frag{NoCreate}; |
|
const GL::Version version = setupShaders(vert, frag, rs, baseFlags |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
, 3, configuration.jointCount(), configuration.perVertexJointCount(), configuration.secondaryPerVertexJointCount(), configuration.materialCount(), configuration.drawCount(), out._perInstanceJointCountUniform, out._perVertexJointCountUniform |
|
#endif |
|
); |
|
Containers::Optional<GL::Shader> geom; |
|
|
|
/* Expands the check done for wireframe in MeshVisualizerBase with TBN */ |
|
#ifndef MAGNUM_TARGET_GLES |
|
CORRADE_INTERNAL_ASSERT(!(configuration.flags() & (Flag::NormalDirection|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection)) || version >= GL::Version::GL320); |
|
#elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
CORRADE_INTERNAL_ASSERT(!(configuration.flags() & (Flag::NormalDirection|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection)) || version >= GL::Version::GLES310); |
|
#endif |
|
|
|
vert.addSource("#define THREE_DIMENSIONS\n"_s) |
|
/* Pass NO_GEOMETRY_SHADER not only when NoGeometryShader but also when |
|
nothing actually needs it, as that makes checks much simpler in |
|
the vertex shader code */ |
|
.addSource((configuration.flags() & Flag::NoGeometryShader) || !(configuration.flags() & (Flag::Wireframe |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection|Flag::NormalDirection |
|
#endif |
|
)) ? "#define NO_GEOMETRY_SHADER\n"_s : ""_s) |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
.addSource(configuration.flags() & Flag::TangentDirection ? "#define TANGENT_DIRECTION\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::BitangentFromTangentDirection ? "#define BITANGENT_FROM_TANGENT_DIRECTION\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::BitangentDirection ? "#define BITANGENT_DIRECTION\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::NormalDirection ? "#define NORMAL_DIRECTION\n"_s : ""_s) |
|
#endif |
|
; |
|
vert.addSource(rs.getString("generic.glsl"_s)) |
|
.addSource(rs.getString("MeshVisualizer.vert"_s)); |
|
frag |
|
/* Pass NO_GEOMETRY_SHADER not only when NoGeometryShader but also when |
|
nothing actually needs it, as that makes checks much simpler in |
|
the vertex shader code */ |
|
.addSource((configuration.flags() & Flag::NoGeometryShader) || !(configuration.flags() & (Flag::Wireframe |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
|Flag::TangentDirection|Flag::BitangentDirection|Flag::BitangentFromTangentDirection|Flag::NormalDirection |
|
#endif |
|
)) ? "#define NO_GEOMETRY_SHADER\n"_s : ""_s) |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
.addSource(configuration.flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) ? "#define TBN_DIRECTION\n"_s : ""_s) |
|
#endif |
|
; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::UniformBuffers) |
|
frag.addSource("#define THREE_DIMENSIONS\n"_s); |
|
#endif |
|
frag.addSource(rs.getString("generic.glsl"_s)) |
|
.addSource(rs.getString("MeshVisualizer.frag"_s)); |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(configuration.flags() & (Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) && !(configuration.flags() & Flag::NoGeometryShader)) { |
|
Int maxVertices = 0; |
|
if(configuration.flags() & Flag::Wireframe) maxVertices += 3; |
|
if(configuration.flags() & Flag::TangentDirection) maxVertices += 3*6; |
|
if(configuration.flags() & (Flag::BitangentDirection|Flag::BitangentFromTangentDirection)) |
|
maxVertices += 3*6; |
|
if(configuration.flags() & Flag::NormalDirection) maxVertices += 3*6; |
|
|
|
geom = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Geometry); |
|
(*geom) |
|
.addSource(Utility::format("#define MAX_VERTICES {}\n", maxVertices)) |
|
.addSource(configuration.flags() & Flag::Wireframe ? "#define WIREFRAME_RENDERING\n"_s : ""_s) |
|
.addSource(baseFlags >= FlagBase::ObjectIdTexture ? "#define TEXTURED\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::ObjectId ? "#define OBJECT_ID\n"_s : ""_s) |
|
.addSource(baseFlags >= FlagBase::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::VertexId ? "#define VERTEX_ID\n"_s : ""_s) |
|
.addSource(baseFlags & FlagBase::PrimitiveId ? |
|
(baseFlags >= FlagBase::PrimitiveIdFromVertexId ? |
|
"#define PRIMITIVE_ID_FROM_VERTEX_ID\n"_s : |
|
"#define PRIMITIVE_ID\n"_s) : ""_s) |
|
.addSource(configuration.flags() & Flag::TangentDirection ? "#define TANGENT_DIRECTION\n"_s : ""_s) |
|
.addSource(configuration.flags() & (Flag::BitangentDirection|Flag::BitangentFromTangentDirection) ? "#define BITANGENT_DIRECTION\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::NormalDirection ? "#define NORMAL_DIRECTION\n"_s : ""_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::UniformBuffers) { |
|
geom->addSource(Utility::format( |
|
"#define THREE_DIMENSIONS\n" |
|
"#define UNIFORM_BUFFERS\n" |
|
"#define DRAW_COUNT {}\n" |
|
"#define MATERIAL_COUNT {}\n", |
|
configuration.drawCount(), |
|
configuration.materialCount())); |
|
geom->addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
|
} |
|
#endif |
|
geom->addSource(rs.getString("MeshVisualizer.geom"_s)); |
|
} |
|
#else |
|
static_cast<void>(version); |
|
#endif |
|
|
|
vert.submitCompile(); |
|
frag.submitCompile(); |
|
if(geom) geom->submitCompile(); |
|
|
|
out.attachShaders({vert, frag}); |
|
if(geom) out.attachShader(*geom); |
|
|
|
/* ES3 has this done in the shader directly */ |
|
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Context& context = GL::Context::current(); |
|
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
|
#endif |
|
{ |
|
out.bindAttributeLocation(Position::Location, "position"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::ObjectIdTexture) |
|
out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"_s); |
|
if(configuration.flags() >= Flag::InstancedObjectId) |
|
out.bindAttributeLocation(ObjectId::Location, "instanceObjectId"_s); |
|
#endif |
|
if(configuration.flags() & Flag::InstancedTransformation) { |
|
out.bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix"_s); |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(configuration.flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) |
|
out.bindAttributeLocation(NormalMatrix::Location, "instancedNormalMatrix"_s); |
|
#endif |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::InstancedTextureOffset) |
|
out.bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset"_s); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(configuration.flags() & Flag::TangentDirection || |
|
configuration.flags() & Flag::BitangentFromTangentDirection) |
|
out.bindAttributeLocation(Tangent4::Location, "tangent"_s); |
|
if(configuration.flags() & Flag::BitangentDirection) |
|
out.bindAttributeLocation(Bitangent::Location, "bitangent"_s); |
|
if(configuration.flags() & Flag::NormalDirection || |
|
configuration.flags() & Flag::BitangentFromTangentDirection) |
|
out.bindAttributeLocation(Normal::Location, "normal"_s); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!context.isVersionSupported(GL::Version::GL310)) |
|
#endif |
|
{ |
|
out.bindAttributeLocation(VertexIndex::Location, "vertexIndex"_s); |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Configuration::setJointCount() checks that jointCount and |
|
perVertexJointCount / secondaryPerVertexJointCount are either all |
|
zero or non-zero so we don't need to check for jointCount() here */ |
|
if(configuration.perVertexJointCount()) { |
|
out.bindAttributeLocation(Weights::Location, "weights"_s); |
|
out.bindAttributeLocation(JointIds::Location, "jointIds"_s); |
|
} |
|
if(configuration.secondaryPerVertexJointCount()) { |
|
out.bindAttributeLocation(SecondaryWeights::Location, "secondaryWeights"_s); |
|
out.bindAttributeLocation(SecondaryJointIds::Location, "secondaryJointIds"_s); |
|
} |
|
#endif |
|
} |
|
#endif |
|
|
|
out.submitLink(); |
|
|
|
return CompileState{std::move(out), std::move(vert), std::move(frag) |
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
, geom ? &*geom : nullptr |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
, version |
|
#endif |
|
}; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
MeshVisualizerGL3D::CompileState MeshVisualizerGL3D::compile(const Flags flags) { |
|
return compile(Configuration{} |
|
.setFlags(flags)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D::CompileState MeshVisualizerGL3D::compile(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount) { |
|
return compile(Configuration{} |
|
.setFlags(flags) |
|
.setMaterialCount(materialCount) |
|
.setDrawCount(drawCount)); |
|
} |
|
#endif |
|
#endif |
|
|
|
MeshVisualizerGL3D::MeshVisualizerGL3D(CompileState&& state): MeshVisualizerGL3D{static_cast<MeshVisualizerGL3D&&>(std::move(state))} { |
|
#ifdef CORRADE_GRACEFUL_ASSERT |
|
/* When graceful assertions fire from within compile(), we get a NoCreate'd |
|
CompileState. Exiting makes it possible to test the assert. */ |
|
if(!id()) return; |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2) |
|
if(state._geom.id) { |
|
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag), GL::Shader(state._geom)})); |
|
} else |
|
#endif |
|
{ |
|
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)})); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Context& context = GL::Context::current(); |
|
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(state._version)) |
|
#endif |
|
{ |
|
/* This one is used also in the UBO case as it's usually a global |
|
setting */ |
|
if(((flags() & Flag::Wireframe) && !(flags() & Flag::NoGeometryShader)) |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
|| (flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) |
|
#endif |
|
) |
|
_viewportSizeUniform = uniformLocation("viewportSize"_s); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::DynamicPerVertexJointCount) |
|
_perVertexJointCountUniform = uniformLocation("perVertexJointCount"_s); |
|
if(flags() >= Flag::UniformBuffers) { |
|
if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"_s); |
|
} else |
|
#endif |
|
{ |
|
_transformationMatrixUniform = uniformLocation("transformationMatrix"_s); |
|
_projectionMatrixUniform = uniformLocation("projectionMatrix"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() & Flag::TextureTransformation) |
|
_textureMatrixUniform = uniformLocation("textureMatrix"_s); |
|
if(flags() & Flag::TextureArrays) |
|
_textureLayerUniform = uniformLocation("textureLayer"_s); |
|
#endif |
|
if(flags() & (Flag::Wireframe |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId |
|
#endif |
|
)) |
|
_colorUniform = uniformLocation("color"_s); |
|
if(flags() & Flag::Wireframe) { |
|
_wireframeColorUniform = uniformLocation("wireframeColor"_s); |
|
_wireframeWidthUniform = uniformLocation("wireframeWidth"_s); |
|
} |
|
if(flags() & (Flag::Wireframe |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection |
|
#endif |
|
)) { |
|
_smoothnessUniform = uniformLocation("smoothness"_s); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() & (Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) { |
|
_colorMapOffsetScaleUniform = uniformLocation("colorMapOffsetScale"_s); |
|
} |
|
if(flags() & Flag::ObjectId) |
|
_objectIdUniform = uniformLocation("objectId"_s); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) { |
|
_normalMatrixUniform = uniformLocation("normalMatrix"_s); |
|
_lineWidthUniform = uniformLocation("lineWidth"_s); |
|
_lineLengthUniform = uniformLocation("lineLength"_s); |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_jointCount) { |
|
_jointMatricesUniform = uniformLocation("jointMatrices"_s); |
|
_perInstanceJointCountUniform = uniformLocation("perInstanceJointCount"_s); |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(flags() && !context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(state._version)) |
|
#endif |
|
{ |
|
if(flags() & (Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) { |
|
setUniform(uniformLocation("colorMapTexture"_s), ColorMapTextureUnit); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::ObjectIdTexture) |
|
setUniform(uniformLocation("objectIdTextureData"_s), ObjectIdTextureUnit); |
|
if(flags() >= Flag::UniformBuffers) { |
|
setUniformBlockBinding(uniformBlockIndex("Projection"_s), ProjectionBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Transformation"_s), TransformationBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Draw"_s), DrawBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Material"_s), MaterialBufferBinding); |
|
if(flags() & Flag::TextureTransformation) |
|
setUniformBlockBinding(uniformBlockIndex("TextureTransformation"_s), TextureTransformationBufferBinding); |
|
if(_jointCount) |
|
setUniformBlockBinding(uniformBlockIndex("Joint"_s), JointBufferBinding); |
|
} |
|
#endif |
|
} |
|
#endif |
|
|
|
/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
|
#ifdef MAGNUM_TARGET_GLES |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::DynamicPerVertexJointCount) |
|
setPerVertexJointCount(_perVertexJointCount, _secondaryPerVertexJointCount); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() >= Flag::UniformBuffers) { |
|
/* Viewport size is zero by default */ |
|
/* Draw offset is zero by default */ |
|
} else |
|
#endif |
|
{ |
|
setTransformationMatrix(Matrix4{Math::IdentityInit}); |
|
setProjectionMatrix(Matrix4{Math::IdentityInit}); |
|
if(flags() & (Flag::Wireframe |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId |
|
#endif |
|
)) |
|
setColor(Color3(1.0f)); |
|
if(flags() & Flag::Wireframe) { |
|
/* Viewport size is zero by default */ |
|
setWireframeColor(Color3{0.0f}); |
|
setWireframeWidth(1.0f); |
|
} |
|
if(flags() & (Flag::Wireframe |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection |
|
#endif |
|
)) { |
|
setSmoothness(2.0f); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(flags() & (Flag::ObjectId|Flag::VertexId|Flag::PrimitiveIdFromVertexId)) |
|
setColorMapTransformation(1.0f/512.0f, 1.0f/256.0f); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection)) { |
|
setNormalMatrix(Matrix3x3{Math::IdentityInit}); |
|
setLineWidth(1.0f); |
|
setLineLength(1.0f); |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_jointCount) { |
|
setJointMatrices(Containers::Array<Matrix4>{DirectInit, _jointCount, Math::IdentityInit}); |
|
/* Per-instance joint count is zero by default */ |
|
} |
|
#endif |
|
} |
|
#endif |
|
} |
|
|
|
MeshVisualizerGL3D::MeshVisualizerGL3D(const Configuration& configuration): MeshVisualizerGL3D{compile(configuration)} {} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
MeshVisualizerGL3D::MeshVisualizerGL3D(): MeshVisualizerGL3D{Configuration{}} {} |
|
|
|
MeshVisualizerGL3D::MeshVisualizerGL3D(const Flags flags): MeshVisualizerGL3D{Configuration{} |
|
.setFlags(flags)} {} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D::MeshVisualizerGL3D(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount): MeshVisualizerGL3D{compile(Configuration{} |
|
.setFlags(flags) |
|
.setMaterialCount(materialCount) |
|
.setDrawCount(drawCount))} {} |
|
#endif |
|
#endif |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setTransformationMatrix(const Matrix4& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setTransformationMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_transformationMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setProjectionMatrix(const Matrix4& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setProjectionMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_projectionMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setNormalMatrix(const Matrix3x3& matrix) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setNormalMatrix(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection), |
|
"Shaders::MeshVisualizerGL3D::setNormalMatrix(): the shader was not created with TBN direction enabled", *this); |
|
setUniform(_normalMatrixUniform, matrix); |
|
return *this; |
|
} |
|
#endif |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setViewportSize(const Vector2& size) { |
|
/* Not asserting here, since the relation to wireframe is a bit vague. |
|
Also it's an ugly hack that should be removed, ideally. */ |
|
if((flags() & Flag::Wireframe && !(flags() & Flag::NoGeometryShader)) |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
|| flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection) |
|
#endif |
|
) |
|
setUniform(_viewportSizeUniform, size); |
|
return *this; |
|
} |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setLineWidth(const Float width) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setLineWidth(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection), |
|
"Shaders::MeshVisualizerGL3D::setLineWidth(): the shader was not created with TBN direction enabled", *this); |
|
setUniform(_lineWidthUniform, width); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setLineLength(const Float length) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setLineLength(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(flags() & (Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection), |
|
"Shaders::MeshVisualizerGL3D::setLineLength(): the shader was not created with TBN direction enabled", *this); |
|
setUniform(_lineLengthUniform, length); |
|
return *this; |
|
} |
|
#endif |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setSmoothness(const Float smoothness) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setSmoothness(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
#ifndef CORRADE_NO_ASSERT |
|
/* This is a bit vaguely related but less vague than setViewportSize() so |
|
asserting in this case. */ |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
constexpr Flags allowed = Flag::Wireframe|Flag::TangentDirection|Flag::BitangentFromTangentDirection|Flag::BitangentDirection|Flag::NormalDirection; |
|
#else |
|
constexpr Flags allowed = Flag::Wireframe; |
|
#endif |
|
CORRADE_ASSERT(flags() & allowed, |
|
"Shaders::MeshVisualizerGL3D::setSmoothness(): the shader was not created with wireframe or TBN direction enabled", *this); |
|
#endif |
|
setUniform(_smoothnessUniform, smoothness); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setJointMatrices(const Containers::ArrayView<const Matrix4> matrices) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setJointMatrices(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(matrices.size() <= _jointCount, |
|
"Shaders::MeshVisualizerGL3D::setJointMatrices(): expected at most" << _jointCount << "items but got" << matrices.size(), *this); |
|
if(_jointCount) setUniform(_jointMatricesUniform, matrices); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setJointMatrices(const std::initializer_list<Matrix4> matrices) { |
|
return setJointMatrices(Containers::arrayView(matrices)); |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::setJointMatrix(const UnsignedInt id, const Matrix4& matrix) { |
|
CORRADE_ASSERT(!(flags() >= Flag::UniformBuffers), |
|
"Shaders::MeshVisualizerGL3D::setJointMatrix(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(id < _jointCount, |
|
"Shaders::MeshVisualizerGL3D::setJointMatrix(): joint ID" << id << "is out of bounds for" << _jointCount << "joints", *this); |
|
setUniform(_jointMatricesUniform + id, matrix); |
|
return *this; |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D& MeshVisualizerGL3D::bindProjectionBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL3D::bindProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, ProjectionBufferBinding); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::bindProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL3D::bindProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, ProjectionBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::bindTransformationBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL3D::bindTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TransformationBufferBinding); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::bindTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL3D::bindTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TransformationBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::bindDrawBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL3D::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); |
|
return *this; |
|
} |
|
|
|
MeshVisualizerGL3D& MeshVisualizerGL3D::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(flags() >= Flag::UniformBuffers, |
|
"Shaders::MeshVisualizerGL3D::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); |
|
return *this; |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D::Configuration& MeshVisualizerGL3D::Configuration::setJointCount(UnsignedInt count, UnsignedInt perVertexCount, UnsignedInt secondaryPerVertexCount) { |
|
CORRADE_ASSERT(perVertexCount <= 4, |
|
"Shaders::MeshVisualizerGL3D::Configuration::setJointCount(): expected at most 4 per-vertex joints, got" << perVertexCount, *this); |
|
CORRADE_ASSERT(secondaryPerVertexCount <= 4, |
|
"Shaders::MeshVisualizerGL3D::Configuration::setJointCount(): expected at most 4 secondary per-vertex joints, got" << secondaryPerVertexCount, *this); |
|
CORRADE_ASSERT(!count == (!perVertexCount && !secondaryPerVertexCount), |
|
"Shaders::MeshVisualizerGL3D::Configuration::setJointCount(): either both joint count and (secondary) per-vertex joint count has to be non-zero, or all zero", *this); |
|
_jointCount = count; |
|
_perVertexJointCount = perVertexCount; |
|
_secondaryPerVertexJointCount = secondaryPerVertexCount; |
|
return *this; |
|
} |
|
#endif |
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizerGL2D::Flag value) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Special case coming from the Flags printer. As both flags are a superset |
|
of ObjectId, printing just one would result in |
|
`Flag::InstancedObjectId|Flag(0x4000)` in the output. */ |
|
if(value == MeshVisualizerGL2D::Flag(UnsignedInt(MeshVisualizerGL2D::Flag::InstancedObjectId|MeshVisualizerGL2D::Flag::ObjectIdTexture))) |
|
return debug << MeshVisualizerGL2D::Flag::InstancedObjectId << Debug::nospace << "|" << Debug::nospace << MeshVisualizerGL2D::Flag::ObjectIdTexture; |
|
#endif |
|
|
|
debug << "Shaders::MeshVisualizerGL2D::Flag" << Debug::nospace; |
|
|
|
switch(value) { |
|
/* LCOV_EXCL_START */ |
|
#define _c(v) case MeshVisualizerGL2D::Flag::v: return debug << "::" #v; |
|
_c(NoGeometryShader) |
|
_c(Wireframe) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(TextureTransformation) |
|
_c(ObjectId) |
|
_c(InstancedObjectId) |
|
_c(ObjectIdTexture) |
|
#endif |
|
_c(InstancedTransformation) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(InstancedTextureOffset) |
|
_c(VertexId) |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_c(PrimitiveId) |
|
#endif |
|
_c(PrimitiveIdFromVertexId) |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(UniformBuffers) |
|
_c(MultiDraw) |
|
_c(TextureArrays) |
|
_c(DynamicPerVertexJointCount) |
|
#endif |
|
#undef _c |
|
/* LCOV_EXCL_STOP */ |
|
} |
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedInt(value)) << Debug::nospace << ")"; |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizerGL3D::Flag value) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Special case coming from the Flags printer. As both flags are a superset |
|
of ObjectId, printing just one would result in |
|
`Flag::InstancedObjectId|Flag(0x4000)` in the output. */ |
|
if(value == MeshVisualizerGL3D::Flag(UnsignedInt(MeshVisualizerGL3D::Flag::InstancedObjectId|MeshVisualizerGL3D::Flag::ObjectIdTexture))) |
|
return debug << MeshVisualizerGL3D::Flag::InstancedObjectId << Debug::nospace << "|" << Debug::nospace << MeshVisualizerGL3D::Flag::ObjectIdTexture; |
|
#endif |
|
|
|
debug << "Shaders::MeshVisualizerGL3D::Flag" << Debug::nospace; |
|
|
|
switch(value) { |
|
/* LCOV_EXCL_START */ |
|
#define _c(v) case MeshVisualizerGL3D::Flag::v: return debug << "::" #v; |
|
_c(NoGeometryShader) |
|
_c(Wireframe) |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
_c(TangentDirection) |
|
_c(BitangentFromTangentDirection) |
|
_c(BitangentDirection) |
|
_c(NormalDirection) |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(TextureTransformation) |
|
_c(ObjectId) |
|
_c(InstancedObjectId) |
|
_c(ObjectIdTexture) |
|
#endif |
|
_c(InstancedTransformation) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(InstancedTextureOffset) |
|
_c(VertexId) |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_c(PrimitiveId) |
|
#endif |
|
_c(PrimitiveIdFromVertexId) |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(UniformBuffers) |
|
_c(MultiDraw) |
|
_c(TextureArrays) |
|
_c(DynamicPerVertexJointCount) |
|
#endif |
|
#undef _c |
|
/* LCOV_EXCL_STOP */ |
|
} |
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedInt(value)) << Debug::nospace << ")"; |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizerGL2D::Flags value) { |
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::MeshVisualizerGL2D::Flags{}", { |
|
MeshVisualizerGL2D::Flag::Wireframe, |
|
/* Wireframe contains this on ES2 and WebGL 1 so it's not reported |
|
there */ |
|
MeshVisualizerGL2D::Flag::NoGeometryShader, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Both are a superset of ObjectId, meaning printing just one would |
|
result in `Flag::InstancedObjectId|Flag(0x4000)` in the output. So |
|
we pass both and let the Flag printer deal with that. */ |
|
MeshVisualizerGL2D::Flag(UnsignedInt(MeshVisualizerGL2D::Flag::InstancedObjectId|MeshVisualizerGL2D::Flag::ObjectIdTexture)), |
|
MeshVisualizerGL2D::Flag::InstancedObjectId, /* Superset of ObjectId */ |
|
MeshVisualizerGL2D::Flag::ObjectIdTexture, /* Superset of ObjectId */ |
|
MeshVisualizerGL2D::Flag::ObjectId, |
|
#endif |
|
MeshVisualizerGL2D::Flag::InstancedTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D::Flag::InstancedTextureOffset, /* Superset of TextureTransformation */ |
|
MeshVisualizerGL2D::Flag::TextureTransformation, |
|
MeshVisualizerGL2D::Flag::VertexId, |
|
MeshVisualizerGL2D::Flag::PrimitiveIdFromVertexId, /* Superset of PrimitiveId */ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
MeshVisualizerGL2D::Flag::PrimitiveId, |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL2D::Flag::MultiDraw, /* Superset of UniformBuffers */ |
|
MeshVisualizerGL2D::Flag::UniformBuffers, |
|
MeshVisualizerGL2D::Flag::TextureArrays, |
|
MeshVisualizerGL2D::Flag::DynamicPerVertexJointCount, |
|
#endif |
|
#endif |
|
}); |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const MeshVisualizerGL3D::Flags value) { |
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::MeshVisualizerGL3D::Flags{}", { |
|
MeshVisualizerGL3D::Flag::Wireframe, |
|
/* Wireframe contains this on ES2 and WebGL 1 so it's not reported |
|
there */ |
|
MeshVisualizerGL3D::Flag::NoGeometryShader, |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
MeshVisualizerGL3D::Flag::TangentDirection, |
|
MeshVisualizerGL3D::Flag::BitangentFromTangentDirection, |
|
MeshVisualizerGL3D::Flag::BitangentDirection, |
|
MeshVisualizerGL3D::Flag::NormalDirection, |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Both are a superset of ObjectId, meaning printing just one would |
|
result in `Flag::InstancedObjectId|Flag(0x4000)` in the output. So |
|
we pass both and let the Flag printer deal with that. */ |
|
MeshVisualizerGL3D::Flag(UnsignedInt(MeshVisualizerGL3D::Flag::InstancedObjectId|MeshVisualizerGL3D::Flag::ObjectIdTexture)), |
|
MeshVisualizerGL3D::Flag::InstancedObjectId, /* Superset of ObjectId */ |
|
MeshVisualizerGL3D::Flag::ObjectIdTexture, /* Superset of ObjectId */ |
|
MeshVisualizerGL3D::Flag::ObjectId, |
|
#endif |
|
MeshVisualizerGL3D::Flag::InstancedTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D::Flag::InstancedTextureOffset, /* Superset of TextureTransformation */ |
|
MeshVisualizerGL3D::Flag::TextureTransformation, |
|
MeshVisualizerGL3D::Flag::VertexId, |
|
MeshVisualizerGL3D::Flag::PrimitiveIdFromVertexId, /* Superset of PrimitiveId */ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
MeshVisualizerGL3D::Flag::PrimitiveId, |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
MeshVisualizerGL3D::Flag::MultiDraw, /* Superset of UniformBuffers */ |
|
MeshVisualizerGL3D::Flag::UniformBuffers, |
|
MeshVisualizerGL3D::Flag::TextureArrays, |
|
MeshVisualizerGL3D::Flag::DynamicPerVertexJointCount, |
|
#endif |
|
#endif |
|
}); |
|
} |
|
|
|
}}
|
|
|