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234 lines
8.0 KiB
234 lines
8.0 KiB
#ifndef Magnum_Shaders_Vector_h |
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#define Magnum_Shaders_Vector_h |
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/* |
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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 Vladimír Vondruš <mosra@centrum.cz> |
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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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/** @file |
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* @brief Class @ref Magnum::Shaders::Vector, typedef @ref Magnum::Shaders::Vector2D, @ref Magnum::Shaders::Vector3D |
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*/ |
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#include "Magnum/DimensionTraits.h" |
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#include "Magnum/Shaders/AbstractVector.h" |
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#include "Magnum/Shaders/visibility.h" |
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namespace Magnum { namespace Shaders { |
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namespace Implementation { |
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enum class VectorFlag: UnsignedByte { |
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TextureTransformation = 1 << 0 |
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}; |
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typedef Containers::EnumSet<VectorFlag> VectorFlags; |
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} |
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/** |
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@brief Vector shader |
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Renders vector art in plain grayscale form. See also @ref DistanceFieldVector |
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for more advanced effects. For rendering an unchanged texture you can use the |
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@ref Flat shader. You need to provide the @ref Position and |
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@ref TextureCoordinates attributes in your triangle mesh and call at least |
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@ref bindVectorTexture(). By default, the shader renders the texture with a |
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white color in an identity transformation. Use |
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@ref setTransformationProjectionMatrix(), @ref setColor() and others to |
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configure the shader. |
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@image html shaders-vector.png width=256px |
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Alpha / transparency is supported by the shader implicitly, but to have it |
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working on the framebuffer, you need to enable |
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@ref GL::Renderer::Feature::Blending and set up the blending function. See |
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@ref GL::Renderer::setBlendFunction() for details. |
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@section Shaders-Vector-usage Example usage |
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Common mesh setup: |
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@snippet MagnumShaders.cpp Vector-usage1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Vector-usage2 |
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@see @ref shaders, @ref Vector2D, @ref Vector3D |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Vector: public AbstractVector<dimensions> { |
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public: |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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/** |
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* @brief Flag |
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* @m_since{2020,06} |
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* |
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* @see @ref Flags, @ref flags() |
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*/ |
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enum class Flag: UnsignedByte { |
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/** |
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* Enable texture coordinate transformation. |
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* @see @ref setTextureMatrix() |
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* @m_since{2020,06} |
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*/ |
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TextureTransformation = 1 << 0 |
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}; |
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/** |
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* @brief Flags |
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* @m_since{2020,06} |
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* |
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* @see @ref flags() |
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*/ |
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typedef Containers::EnumSet<Flag> Flags; |
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#else |
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/* Done this way to be prepared for possible future diversion of 2D |
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and 3D flags (e.g. introducing 3D-specific features) */ |
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typedef Implementation::VectorFlag Flag; |
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typedef Implementation::VectorFlags Flags; |
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#endif |
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/** |
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* @brief Constructor |
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* @param flags Flags |
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*/ |
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explicit Vector(Flags flags = {}); |
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/** |
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* @brief Construct without creating the underlying OpenGL object |
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* |
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* The constructed instance is equivalent to a moved-from state. Useful |
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* in cases where you will overwrite the instance later anyway. Move |
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* another object over it to make it useful. |
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* |
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* This function can be safely used for constructing (and later |
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* destructing) objects even without any OpenGL context being active. |
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* However note that this is a low-level and a potentially dangerous |
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* API, see the documentation of @ref NoCreate for alternatives. |
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*/ |
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explicit Vector(NoCreateT) noexcept |
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/** @todoc remove workaround when doxygen is sane */ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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: AbstractVector<dimensions>{NoCreate} |
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#endif |
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{} |
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/** @brief Copying is not allowed */ |
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Vector(const Vector<dimensions>&) = delete; |
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/** @brief Move constructor */ |
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Vector(Vector<dimensions>&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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Vector<dimensions>& operator=(const Vector<dimensions>&) = delete; |
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/** @brief Move assignment */ |
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Vector<dimensions>& operator=(Vector<dimensions>&&) noexcept = default; |
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/** |
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* @brief Flags |
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* @m_since{2020,06} |
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*/ |
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Flags flags() const { return _flags; } |
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/** |
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* @brief Set transformation and projection matrix |
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* @return Reference to self (for method chaining) |
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* |
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* Default is an identity matrix. |
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*/ |
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Vector<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix); |
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/** |
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* @brief Set texture coordinate transformation matrix |
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* @return Reference to self (for method chaining) |
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* @m_since{2020,06} |
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* |
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* Expects that the shader was created with |
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* @ref Flag::TextureTransformation enabled. Initial value is an |
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* identity matrix. |
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*/ |
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Vector<dimensions>& setTextureMatrix(const Matrix3& matrix); |
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/** |
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* @brief Set background color |
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* @return Reference to self (for method chaining) |
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* |
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* Default is @cpp 0x00000000_rgbaf @ce. |
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* @see @ref setColor() |
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*/ |
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Vector<dimensions>& setBackgroundColor(const Color4& color); |
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/** |
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* @brief Set fill color |
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* @return Reference to self (for method chaining) |
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* |
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* Default is @cpp 0xffffffff_rgbaf @ce. |
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* @see @ref setBackgroundColor() |
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*/ |
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Vector<dimensions>& setColor(const Color4& color); |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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/* Overloads to remove WTF-factor from method chaining order */ |
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Vector<dimensions>& bindVectorTexture(GL::Texture2D& texture) { |
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AbstractVector<dimensions>::bindVectorTexture(texture); |
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return *this; |
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} |
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#endif |
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private: |
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/* Prevent accidentally calling irrelevant functions */ |
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#ifndef MAGNUM_TARGET_GLES |
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using GL::AbstractShaderProgram::drawTransformFeedback; |
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#endif |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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using GL::AbstractShaderProgram::dispatchCompute; |
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#endif |
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Flags _flags; |
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Int _transformationProjectionMatrixUniform{0}, |
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_textureMatrixUniform{1}, |
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_backgroundColorUniform{2}, |
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_colorUniform{3}; |
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}; |
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/** @brief Two-dimensional vector shader */ |
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typedef Vector<2> Vector2D; |
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/** @brief Three-dimensional vector shader */ |
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typedef Vector<3> Vector3D; |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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/** @debugoperatorclassenum{Vector,Vector::Flag} */ |
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, Vector<dimensions>::Flag value); |
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/** @debugoperatorclassenum{Vector,Vector::Flags} */ |
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, Vector<dimensions>::Flags value); |
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#else |
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namespace Implementation { |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, VectorFlag value); |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, VectorFlags value); |
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CORRADE_ENUMSET_OPERATORS(VectorFlags) |
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} |
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#endif |
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}} |
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#endif
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