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1602 lines
70 KiB
1602 lines
70 KiB
#ifndef Magnum_Shaders_MeshVisualizerGL_h |
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#define Magnum_Shaders_MeshVisualizerGL_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021 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::MeshVisualizerGL2D, @ref Magnum::Shaders::MeshVisualizerGL3D |
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* @m_since_latest |
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*/ |
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#include <Corrade/Utility/Utility.h> |
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#include "Magnum/DimensionTraits.h" |
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#include "Magnum/GL/AbstractShaderProgram.h" |
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#include "Magnum/Shaders/GenericGL.h" |
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#include "Magnum/Shaders/visibility.h" |
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namespace Magnum { namespace Shaders { |
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namespace Implementation { |
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class MAGNUM_SHADERS_EXPORT MeshVisualizerGLBase: public GL::AbstractShaderProgram { |
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protected: |
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enum class FlagBase: UnsignedShort { |
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/* Unlike the public Wireframe flag, this one doesn't include |
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NoGeometryShader on ES2 as that would make the checks too |
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complex */ |
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Wireframe = 1 << 0, |
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NoGeometryShader = 1 << 1, |
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#ifndef MAGNUM_TARGET_GLES2 |
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InstancedObjectId = 1 << 2, |
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VertexId = 1 << 3, |
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PrimitiveId = 1 << 4, |
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId, |
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/* bit 6, 7, 8, 9 used by 3D-specific TBN visualization */ |
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UniformBuffers = 1 << 10, |
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MultiDraw = UniformBuffers|(1 << 11) |
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#endif |
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}; |
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typedef Containers::EnumSet<FlagBase> FlagsBase; |
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CORRADE_ENUMSET_FRIEND_OPERATORS(FlagsBase) |
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explicit MeshVisualizerGLBase(FlagsBase flags |
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#ifndef MAGNUM_TARGET_GLES2 |
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, UnsignedInt materialCount, UnsignedInt drawCount |
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#endif |
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); |
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explicit MeshVisualizerGLBase(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {} |
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MAGNUM_SHADERS_LOCAL GL::Version setupShaders(GL::Shader& vert, GL::Shader& frag, const Utility::Resource& rs) const; |
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MeshVisualizerGLBase& setColor(const Color4& color); |
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MeshVisualizerGLBase& setWireframeColor(const Color4& color); |
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MeshVisualizerGLBase& setWireframeWidth(Float width); |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& setColorMapTransformation(Float offset, Float scale); |
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MeshVisualizerGLBase& bindColorMapTexture(GL::Texture2D& texture); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerGLBase& setDrawOffset(UnsignedInt offset); |
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MeshVisualizerGLBase& bindMaterialBuffer(GL::Buffer& buffer); |
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MeshVisualizerGLBase& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
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#endif |
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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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FlagsBase _flags; |
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#ifndef MAGNUM_TARGET_GLES2 |
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UnsignedInt _materialCount{}, _drawCount{}; |
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#endif |
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Int _viewportSizeUniform{0}, |
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_colorUniform{1}, |
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_wireframeColorUniform{2}, |
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_wireframeWidthUniform{3}, |
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_smoothnessUniform{4}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int _colorMapOffsetScaleUniform{5}; |
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/* Used instead of all other uniforms except viewportSize when |
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Flag::UniformBuffers is set, so it can alias them */ |
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Int _drawOffsetUniform{1}; |
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#endif |
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}; |
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} |
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/** |
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@brief 2D mesh visualization OpenGL shader |
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@m_since_latest |
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Visualizes wireframe, per-vertex/per-instance object ID or primitive ID of 2D |
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meshes. You need to provide the @ref Position attribute in your triangle mesh. |
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Use @ref setTransformationProjectionMatrix(), @ref setColor() and others to |
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configure the shader. |
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@m_class{m-row} |
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@parblock |
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-nopadt m-nopadx} |
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@image html shaders-meshvisualizer2d.png width=256px |
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@m_enddiv |
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@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-nopadt m-nopadx} |
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@image html shaders-meshvisualizer2d-primitiveid.png width=256px |
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@m_enddiv |
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@endparblock |
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The shader expects that you enable wireframe visualization by passing an |
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appropriate @ref Flag to the constructor --- there's no default behavior with |
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nothing enabled. The shader is a 2D variant of @ref MeshVisualizerGL3D with |
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mostly identical workflow. See its documentation for more information. |
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*/ |
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class MAGNUM_SHADERS_EXPORT MeshVisualizerGL2D: public Implementation::MeshVisualizerGLBase { |
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public: |
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/** |
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* @brief Vertex position |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector2 "Vector2". |
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*/ |
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typedef typename GenericGL2D::Position Position; |
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/** |
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* @brief Vertex index |
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* |
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* See @ref MeshVisualizerGL3D::VertexIndex for more information. |
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*/ |
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typedef GL::Attribute<4, Float> VertexIndex; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief (Instanced) object ID |
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* @m_since{2020,06} |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::UnsignedInt. |
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* Used only if @ref Flag::InstancedObjectId is set. |
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* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
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* @requires_gles30 Object ID output requires integer support in |
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* shaders, which is not available in OpenGL ES 2.0 or WebGL 1.0. |
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*/ |
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typedef GenericGL3D::ObjectId ObjectId; |
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#endif |
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enum: UnsignedInt { |
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/** |
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* Color shader output. @ref shaders-generic "Generic output", |
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* present always. Expects three- or four-component floating-point |
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* or normalized buffer attachment. |
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*/ |
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ColorOutput = GenericGL2D::ColorOutput |
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}; |
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/** |
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* @brief Flag |
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* |
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* @see @ref Flags, @ref MeshVisualizerGL2D() |
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*/ |
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enum class Flag: UnsignedShort { |
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/** |
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* Visualize wireframe. On OpenGL ES 2.0 and WebGL this also |
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* enables @ref Flag::NoGeometryShader. |
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*/ |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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Wireframe = 1 << 0, |
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#else |
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Wireframe = (1 << 0) | (1 << 1), |
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#endif |
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/** |
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* Don't use a geometry shader for wireframe visualization. If |
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* enabled, you might need to provide also the @ref VertexIndex |
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* attribute in the mesh. On OpenGL ES 2.0 and WebGL enabled |
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* alongside @ref Flag::Wireframe. |
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*/ |
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NoGeometryShader = 1 << 1, |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @copydoc MeshVisualizerGL3D::Flag::InstancedObjectId */ |
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InstancedObjectId = 1 << 2, |
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/** @copydoc MeshVisualizerGL3D::Flag::VertexId */ |
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VertexId = 1 << 3, |
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#ifndef MAGNUM_TARGET_WEBGL |
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/** @copydoc MeshVisualizerGL3D::Flag::PrimitiveId */ |
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PrimitiveId = 1 << 4, |
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#endif |
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/** @copydoc MeshVisualizerGL3D::Flag::PrimitiveIdFromVertexId */ |
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#ifndef MAGNUM_TARGET_WEBGL |
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId, |
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#else |
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PrimitiveIdFromVertexId = (1 << 5)|(1 << 4), |
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#endif |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Use uniform buffers. Expects that uniform data are supplied via |
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* @ref bindTransformationProjectionBuffer(), @ref bindDrawBuffer() |
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* and @ref bindMaterialBuffer() instead of direct uniform setters. |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES |
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* 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL |
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* 1.0. |
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* @m_since_latest |
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*/ |
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UniformBuffers = 1 << 10, |
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/** |
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* Enable multidraw functionality. Implies @ref Flag::UniformBuffers |
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* and combines the value from @ref setDrawOffset() with the |
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* @glsl gl_DrawID @ce builtin, which makes draws submitted via |
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* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>) |
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* pick up per-draw parameters directly, without having to rebind |
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* the uniform buffers or specify @ref setDrawOffset() before each |
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* draw. In a non-multidraw scenario, @glsl gl_DrawID @ce is |
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* @cpp 0 @ce, which means a shader with this flag enabled can be |
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* used for regular draws as well. |
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* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object} |
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* and @gl_extension{ARB,shader_draw_parameters} |
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* @requires_es_extension OpenGL ES 3.0 and extension @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) (unlisted). |
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* While the extension alone needs only OpenGL ES 2.0, the |
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* shader implementation relies on uniform buffers, which |
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* require OpenGL ES 3.0. |
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* @requires_webgl_extension WebGL 2.0 Extension @webgl_extension{ANGLE,multi_draw}. |
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* While the extension alone needs only WebGL 1.0, the shader |
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* implementation relies on uniform buffers, which require |
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* WebGL 2.0. |
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* @m_since_latest |
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*/ |
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MultiDraw = UniformBuffers|(1 << 11) |
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#endif |
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}; |
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/** @brief Flags */ |
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typedef Containers::EnumSet<Flag> Flags; |
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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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* At least @ref Flag::Wireframe is expected to be enabled. |
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* |
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* While this function is meant mainly for the classic uniform |
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* scenario (without @ref Flag::UniformBuffers set), it's equivalent to |
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* @ref MeshVisualizerGL2D(Flags, UnsignedInt, UnsignedInt) with |
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* @p materialCount and @p drawCount set to @cpp 1 @ce. |
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*/ |
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explicit MeshVisualizerGL2D(Flags flags); |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Construct for a multi-draw scenario |
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* @param flags Flags |
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* @param materialCount Size of a @ref MeshVisualizerMaterialUniform |
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* buffer bound with @ref bindMaterialBuffer() |
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* @param drawCount Size of a @ref TransformationProjectionUniform2D |
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* / @ref MeshVisualizerMaterialUniform buffer bound with |
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* @ref bindTransformationProjectionBuffer() and |
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* @ref bindDrawBuffer() |
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* |
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* At least @ref Flag::Wireframe is expected to be enabled. |
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* |
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* If @p flags contains @ref Flag::UniformBuffers, @p materialCount and |
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* @p drawCount describe the uniform buffer sizes as these are required |
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* to have a statically defined size. The draw offset is then set via |
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* @ref setDrawOffset() and the per-draw materials are specified via |
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* @ref MeshVisualizerDrawUniform2D::materialId. |
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* |
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* If @p flags don't contain @ref Flag::UniformBuffers, |
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* @p materialCount and @p drawCount is ignored and the constructor |
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* behaves the same as @ref MeshVisualizerGL2D(Flags). |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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/** @todo this constructor will eventually need to have also joint |
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count, per-vertex weight count, view count for multiview and clip |
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plane count ... and putting them in arbitrary order next to each |
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other is too error-prone, so it needs some other solution |
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(accepting pairs of parameter type and value like in GL context |
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creation, e.g., which will probably need a new enum as reusing Flag |
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for this might be too confusing) */ |
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explicit MeshVisualizerGL2D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); |
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#endif |
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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 MeshVisualizerGL2D(NoCreateT) noexcept: Implementation::MeshVisualizerGLBase{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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MeshVisualizerGL2D(const MeshVisualizerGL2D&) = delete; |
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/** @brief Move constructor */ |
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MeshVisualizerGL2D(MeshVisualizerGL2D&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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MeshVisualizerGL2D& operator=(const MeshVisualizerGL2D&) = delete; |
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/** @brief Move assignment */ |
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MeshVisualizerGL2D& operator=(MeshVisualizerGL2D&&) noexcept = default; |
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/** @brief Flags */ |
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Flags flags() const { |
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return Flag(UnsignedShort(Implementation::MeshVisualizerGLBase::_flags)); |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Material count |
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* @m_since_latest |
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* |
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* Statically defined size of the @ref MeshVisualizerMaterialUniform |
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* uniform buffer. Has use only if @ref Flag::UniformBuffers is set. |
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* @see @ref bindMaterialBuffer() |
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* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
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* @requires_webgl20 Not defined on WebGL 1.0 builds. |
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*/ |
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UnsignedInt materialCount() const { return _materialCount; } |
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/** |
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* @brief Draw count |
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* @m_since_latest |
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* |
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* Statically defined size of each of the |
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* @ref TransformationProjectionUniform2D and |
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* @ref MeshVisualizerDrawUniform2D uniform buffers. Has use only if |
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* @ref Flag::UniformBuffers is set. |
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* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
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* @requires_webgl20 Not defined on WebGL 1.0 builds. |
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*/ |
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UnsignedInt drawCount() const { return _drawCount; } |
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#endif |
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/** @{ |
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* @name Uniform setters |
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* |
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* Used only if @ref Flag::UniformBuffers is not set. |
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*/ |
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/** |
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* @brief Set transformation and projection matrix |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is an identity matrix. |
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* |
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
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* @ref TransformationProjectionUniform2D::transformationProjectionMatrix |
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* and call @ref bindTransformationProjectionBuffer() instead. |
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*/ |
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MeshVisualizerGL2D& setTransformationProjectionMatrix(const Matrix3& matrix); |
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/** |
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* @brief Set viewport size |
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* @return Reference to self (for method chaining) |
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* |
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* Has effect only if @ref Flag::Wireframe is enabled and geometry |
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* shaders are used, otherwise it does nothing. Initial value is a zero |
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* vector. |
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*/ |
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MeshVisualizerGL2D& setViewportSize(const Vector2& size); |
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/** |
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* @brief Set base object color |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is @cpp 0xffffffff_rgbaf @ce. Expects that either |
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* @ref Flag::Wireframe or @ref Flag::InstancedObjectId / |
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* @ref Flag::PrimitiveId / @ref Flag::PrimitiveIdFromVertexId is |
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* enabled. In case of the latter, the color is multiplied with the |
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* color map coming from @ref bindColorMapTexture(). |
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* |
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
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* @ref MeshVisualizerMaterialUniform::color and call |
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* @ref bindMaterialBuffer() instead. |
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*/ |
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MeshVisualizerGL2D& setColor(const Color4& color) { |
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setColor(color)); |
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} |
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/** |
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* @brief Set wireframe color |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is @cpp 0x000000ff_rgbaf @ce. Expects that |
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* @ref Flag::Wireframe is enabled. |
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* |
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
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* @ref MeshVisualizerMaterialUniform::wireframeColor and call |
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* @ref bindMaterialBuffer() instead. |
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*/ |
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MeshVisualizerGL2D& setWireframeColor(const Color4& color) { |
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setWireframeColor(color)); |
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} |
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/** |
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* @brief Set wireframe width |
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* @return Reference to self (for method chaining) |
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* |
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* The value is in screen space (depending on @ref setViewportSize()), |
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* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is |
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* enabled. |
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* |
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
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* @ref MeshVisualizerMaterialUniform::wireframeWidth and call |
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* @ref bindMaterialBuffer() instead. |
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*/ |
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MeshVisualizerGL2D& setWireframeWidth(Float width) { |
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setWireframeWidth(width)); |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @copydoc MeshVisualizerGL3D::setColorMapTransformation() */ |
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MeshVisualizerGL2D& setColorMapTransformation(Float offset, Float scale) { |
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setColorMapTransformation(offset, scale)); |
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} |
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#endif |
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/** |
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* @brief Set line smoothness |
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* @return Reference to self (for method chaining) |
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* |
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* Value is in screen space (depending on @ref setViewportSize()), |
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* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe is |
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* enabled. |
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* |
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* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
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* @ref MeshVisualizerMaterialUniform::smoothness and call |
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* @ref bindMaterialBuffer() instead. |
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*/ |
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MeshVisualizerGL2D& setSmoothness(Float smoothness); |
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|
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/** |
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* @} |
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*/ |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @{ |
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* @name Uniform buffer binding and related uniform setters |
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* |
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* Used if @ref Flag::UniformBuffers is set. |
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*/ |
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|
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/** |
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* @brief Set a draw offset |
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* @return Reference to self (for method chaining) |
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* @m_since_latest |
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* |
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* Specifies which item in the @ref TransformationProjectionUniform2D |
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* and @ref MeshVisualizerDrawUniform2D buffers bound with |
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* @ref bindTransformationProjectionBuffer() and @ref bindDrawBuffer() |
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* should be used for current draw. Expects that |
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* @ref Flag::UniformBuffers is set and @p offset is less than |
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* @ref drawCount(). Initial value is @cpp 0 @ce. |
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* |
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* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this |
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* value, which makes each draw submitted via |
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* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>) |
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* pick up its own per-draw parameters. |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
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MeshVisualizerGL2D& setDrawOffset(UnsignedInt offset) { |
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return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::setDrawOffset(offset)); |
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} |
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|
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/** |
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* @brief Set a transformation and projection uniform buffer |
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* @return Reference to self (for method chaining) |
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* @m_since_latest |
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* |
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* Expects that @ref Flag::UniformBuffers is set. The buffer is |
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* expected to contain @ref drawCount() instances of |
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* @ref TransformationUniform3D. At the very least you need to call |
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* also @ref bindDrawBuffer() and @ref bindMaterialBuffer(). |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
|
MeshVisualizerGL2D& bindTransformationProjectionBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindTransformationProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Set a draw uniform buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref MeshVisualizerDrawUniform2D. At the very least you need to call |
|
* also @ref bindTransformationProjectionBuffer() and |
|
* @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& bindDrawBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindDrawBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Set a material uniform buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref materialCount() instances of |
|
* @ref MeshVisualizerMaterialUniform. At the very least you need to |
|
* call also @ref bindTransformationProjectionBuffer() and |
|
* @ref bindDrawBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL2D& bindMaterialBuffer(GL::Buffer& buffer) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL2D& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @} |
|
*/ |
|
#endif |
|
|
|
/** @{ |
|
* @name Texture binding |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @copydoc MeshVisualizerGL3D::bindColorMapTexture() */ |
|
MeshVisualizerGL2D& bindColorMapTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizerGL2D&>(Implementation::MeshVisualizerGLBase::bindColorMapTexture(texture)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
private: |
|
Int _transformationProjectionMatrixUniform{6}; |
|
}; |
|
|
|
/** |
|
@brief 3D mesh visualization OpenGL shader |
|
@m_since_latest |
|
|
|
Visualizes wireframe, per-vertex/per-instance object ID, primitive ID or |
|
tangent space of 3D meshes. You need to provide the @ref Position attribute in |
|
your triangle mesh at the very least. Use @ref setTransformationProjectionMatrix(), |
|
@ref setColor() and others to configure the shader. |
|
|
|
@m_class{m-row} |
|
|
|
@parblock |
|
|
|
@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-text-center m-nopadt m-nopadx} |
|
@image html shaders-meshvisualizer3d.png width=256px |
|
@ref Shaders-MeshVisualizerGL3D-wireframe, \n |
|
@ref Shaders-MeshVisualizerGL3D-tbn |
|
@m_enddiv |
|
|
|
@m_div{m-col-m-4 m-col-t-6 m-push-m-2 m-text-center m-nopadt m-nopadx} |
|
@image html shaders-meshvisualizer3d-primitiveid.png width=256px |
|
@ref Shaders-MeshVisualizerGL3D-object-id |
|
@m_enddiv |
|
|
|
@endparblock |
|
|
|
The shader expects that you enable wireframe visualization, tangent space |
|
visualization or object/primitive ID visualization by passing an appropriate |
|
@ref Flag to the constructor --- there's no default behavior with nothing |
|
enabled. |
|
|
|
@section Shaders-MeshVisualizerGL3D-wireframe Wireframe visualization |
|
|
|
Wireframe visualization is done by enabling @ref Flag::Wireframe. It is done |
|
either using geometry shaders or with help of additional vertex information. If |
|
you have geometry shaders available, you don't need to do anything else except |
|
calling @ref setViewportSize() to correctly size the wireframe --- without |
|
this, the mesh will be rendered in a single color. |
|
|
|
@requires_gl32 Extension @gl_extension{ARB,geometry_shader4} for wireframe |
|
rendering using geometry shaders. |
|
@requires_es_extension Extension @gl_extension{EXT,geometry_shader} for |
|
wireframe rendering using geometry shaders. |
|
|
|
If you don't have geometry shaders, you need to enable @ref Flag::NoGeometryShader |
|
(done by default in OpenGL ES 2.0) and use only **non-indexed** triangle meshes |
|
(see @ref MeshTools::duplicate() for a possible solution). Additionaly, if you |
|
have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also the |
|
@ref VertexIndex attribute. |
|
|
|
@requires_gles30 Extension @gl_extension{OES,standard_derivatives} for |
|
wireframe rendering without geometry shaders. |
|
|
|
If using geometry shaders on OpenGL ES, @gl_extension{NV,shader_noperspective_interpolation} |
|
is optionally used for improving line appearance. On desktop OpenGL this is |
|
done implicitly. |
|
|
|
If you want to render just the wireframe on top of an existing mesh, call |
|
@ref setColor() with @cpp 0x00000000_rgbaf @ce. Alpha / transparency is |
|
supported by the shader implicitly, but to have it working on the framebuffer, |
|
you need to enable @ref GL::Renderer::Feature::Blending and set up the blending |
|
function. See @ref GL::Renderer::setBlendFunction() for details. |
|
|
|
@subsection Shaders-MeshVisualizerGL3D-wireframe-geom Example setup with a geometry shader (desktop GL, OpenGL ES 3.2) |
|
|
|
Common mesh setup: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-geom1 |
|
|
|
Common rendering setup: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-geom2 |
|
|
|
@subsection Shaders-MeshVisualizerGL3D-wireframe-no-geom Example setup for indexed meshes without a geometry shader |
|
|
|
The vertices have to be converted to a non-indexed array first. Mesh setup: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-no-geom1 |
|
|
|
Rendering setup: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-no-geom2 |
|
|
|
@subsection Shaders-MeshVisualizerGL3D-usage-wireframe-no-geom-old Wireframe visualization of non-indexed meshes without a geometry shader on older hardware |
|
|
|
You need to provide also the @ref VertexIndex attribute. Mesh setup *in |
|
addition to the above*: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-no-geom-old |
|
|
|
Rendering setup the same as above. |
|
|
|
@section Shaders-MeshVisualizerGL3D-tbn Tangent space visualization |
|
|
|
On platforms with geometry shaders (desktop GL, OpenGL ES 3.2), the shader is |
|
able to visualize tangents, bitangent and normal direction via colored lines |
|
coming out of vertices (red, green and blue for tangent, bitangent and normal, respectively). This can be enabled together with wireframe visualization, |
|
however note that when both are enabled, the lines are not antialiased to avoid |
|
depth ordering artifacts. |
|
|
|
For tangents and normals, you need to provide the @ref Tangent and @ref Normal |
|
attributes and enable @ref Flag::TangentDirection and |
|
@ref Flag::NormalDirection, respectively. If any of the attributes isn't |
|
present, its data are implicitly zero and thus the direction isn't shown --- |
|
which means you don't need to worry about having two active variants of the |
|
shader and switching between either depending on whether tangents are present |
|
or not. |
|
|
|
For bitangents however, there are two possible representations --- the more |
|
efficient one is via a fourth component in the tangent attribute that |
|
indicates tangent space handedness, in which case you'll be using the |
|
@ref Tangent4 attribute instead of @ref Tangent, and enable |
|
@ref Flag::BitangentFromTangentDirection. The other, more obvious but less |
|
efficient representation, is a dedicated @ref Bitangent attribute (in which |
|
case you'll enable @ref Flag::BitangentDirection). Note that these two are |
|
mutually exclusive, so you need to choose either of them based on what given |
|
mesh contains. Example for the first case: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-tbn1 |
|
|
|
Rendering setup: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-tbn2 |
|
|
|
@section Shaders-MeshVisualizerGL3D-object-id Object, vertex and primitive ID visualization |
|
|
|
If the mesh contains a per-vertex (or instanced) @ref ObjectId, it can be |
|
visualized by enabling @ref Flag::InstancedObjectId. For the actual |
|
visualization you need to provide a color map using @ref bindColorMapTexture() |
|
and use @ref setColorMapTransformation() to map given range of discrete IDs to |
|
the @f$ [0, 1] @f$ texture range. Various colormap presets are in the |
|
@ref DebugTools::ColorMap namespace. Example usage: |
|
|
|
@snippet MagnumShaders-gl.cpp MeshVisualizerGL3D-usage-object-id |
|
|
|
If you enable @ref Flag::VertexId, the shader will use the color map to |
|
visualize how are vertices shared among primitives. That's useful for |
|
inspecting mesh connectivity --- primitives sharing vertices will have a smooth |
|
color map transition while duplicated vertices will cause a sharp edge. This |
|
relies on the @glsl gl_VertexID @ce GLSL builtin. |
|
|
|
The @ref Flag::PrimitiveId then visualizes the order in which primitives are |
|
drawn. That's useful for example to see to see how well is the mesh optimized |
|
for a post-transform vertex cache. This by default relies on the @glsl gl_PrimitiveID @ce GLSL builtin; with @ref Flag::PrimitiveIdFromVertexId it's |
|
emulated using @glsl gl_VertexID @ce, expecting you to draw a non-indexed |
|
triangle mesh. You can use @ref MeshTools::duplicate() (and potentially |
|
@ref MeshTools::generateIndices()) to conveniently convert the mesh to a |
|
non-indexed @ref MeshPrimitive::Triangles. |
|
|
|
@requires_gl32 The `gl_PrimitiveID` shader variable is not available on OpenGL |
|
3.1 and lower. |
|
@requires_gl30 The `gl_VertexID` shader variable is not available on OpenGL |
|
2.1. |
|
@requires_gles32 The `gl_PrimitiveID` shader variable is not available on |
|
OpenGL ES 3.1 and lower. |
|
@requires_gles30 The `gl_VertexID` shader variable is not available on OpenGL |
|
ES 2.0. |
|
@requires_gles `gl_PrimitiveID` is not available in WebGL. |
|
@requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
|
|
|
@see @ref shaders, @ref MeshVisualizerGL2D |
|
@todo Understand and add support wireframe width/smoothness without GS |
|
*/ |
|
class MAGNUM_SHADERS_EXPORT MeshVisualizerGL3D: public Implementation::MeshVisualizerGLBase { |
|
public: |
|
/** |
|
* @brief Vertex position |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @ref Magnum::Vector3 "Vector3". |
|
*/ |
|
typedef typename GenericGL3D::Position Position; |
|
|
|
/** |
|
* @brief Tangent direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4 |
|
* attribute. Used only if @ref Flag::TangentDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Tangent Tangent; |
|
|
|
/** |
|
* @brief Tangent direction with a bitangent sign |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @ref Magnum::Vector4 "Vector4". Use either this or the @ref Tangent |
|
* attribute. Used only if @ref Flag::TangentDirection or |
|
* @ref Flag::BitangentFromTangentDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Tangent4 Tangent4; |
|
|
|
/** |
|
* @brief Bitangent direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4 |
|
* attribute. Used only if @ref Flag::BitangentDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Bitangent Bitangent; |
|
|
|
/** |
|
* @brief Normal direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @ref Magnum::Vector3 "Vector3". Used only if |
|
* @ref Flag::NormalDirection is enabled. |
|
*/ |
|
typedef typename GenericGL3D::Normal Normal; |
|
|
|
/** |
|
* @brief Vertex index |
|
* |
|
* @ref Magnum::Float "Float", used only in OpenGL < 3.1 and OpenGL ES |
|
* 2.0 if @ref Flag::Wireframe is enabled. This attribute (modulo 3) |
|
* specifies index of given vertex in triangle, i.e. @cpp 0.0f @ce for |
|
* first, @cpp 1.0f @ce for second, @cpp 2.0f @ce for third. In OpenGL |
|
* 3.1, OpenGL ES 3.0 and newer this value is provided via the |
|
* @cb{.glsl} gl_VertexID @ce shader builtin, so the attribute is not |
|
* needed. |
|
* |
|
* @note This attribute uses the same slot as @ref GenericGL::ObjectId, |
|
* but since Object ID is available only on ES3+ and vertex index |
|
* is used only on ES2 contexts without @glsl gl_VertexID @ce, |
|
* there should be no conflict between these two. |
|
*/ |
|
typedef GL::Attribute<4, Float> VertexIndex; |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief (Instanced) object ID |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", @ref Magnum::UnsignedInt. |
|
* Used only if @ref Flag::InstancedObjectId is set. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID output requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL 1.0. |
|
*/ |
|
typedef GenericGL3D::ObjectId ObjectId; |
|
#endif |
|
|
|
enum: UnsignedInt { |
|
/** |
|
* Color shader output. @ref shaders-generic "Generic output", |
|
* present always. Expects three- or four-component floating-point |
|
* or normalized buffer attachment. |
|
*/ |
|
ColorOutput = GenericGL3D::ColorOutput |
|
}; |
|
|
|
/** |
|
* @brief Flag |
|
* |
|
* @see @ref Flags, @ref MeshVisualizer() |
|
*/ |
|
enum class Flag: UnsignedShort { |
|
/** |
|
* Visualize wireframe. On OpenGL ES 2.0 and WebGL this also |
|
* enables @ref Flag::NoGeometryShader. |
|
*/ |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
Wireframe = 1 << 0, |
|
#else |
|
Wireframe = (1 << 0) | (1 << 1), |
|
#endif |
|
|
|
/** |
|
* Don't use a geometry shader for wireframe visualization. If |
|
* enabled, you might need to provide also the @ref VertexIndex |
|
* attribute in the mesh. On OpenGL ES 2.0 and WebGL enabled |
|
* alongside @ref Flag::Wireframe. |
|
* |
|
* Mutually exclusive with @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection and @ref Flag::NormalDirection --- |
|
* those need a geometry shader always. |
|
*/ |
|
NoGeometryShader = 1 << 1, |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Visualize instanced object ID. You need to provide the |
|
* @ref ObjectId attribute in the mesh. Mutually exclusive with |
|
* @ref Flag::VertexId and @ref Flag::PrimitiveId. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Object ID output requires integer support in |
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL |
|
* 1.0. |
|
* @m_since{2020,06} |
|
*/ |
|
InstancedObjectId = 1 << 2, |
|
|
|
/** |
|
* Visualize vertex ID (@cpp gl_VertexID @ce). Useful for |
|
* visualizing mesh connectivity --- primitives sharing vertices |
|
* will have a smooth color map transition while duplicated |
|
* vertices will cause a sharp edge. Mutually exclusive with |
|
* @ref Flag::InstancedObjectId and @ref Flag::PrimitiveId. |
|
* @requires_gl30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL 2.1. |
|
* @requires_gles30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL ES 2.0. |
|
* @requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
|
* @m_since{2020,06} |
|
*/ |
|
VertexId = 1 << 3, |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* Visualize primitive ID (@cpp gl_PrimitiveID @ce). Useful for |
|
* visualizing how well is the mesh optimized for a post-transform |
|
* vertex cache. Mutually exclusive with |
|
* @ref Flag::InstancedObjectId and @ref Flag::VertexId. See also |
|
* @ref Flag::PrimitiveIdFromVertexId. |
|
* @requires_gl32 The `gl_PrimitiveID` shader variable is not |
|
* available on OpenGL 3.1 and lower. |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 The `gl_PrimitiveID` shader variable is not |
|
* available on OpenGL ES 3.1 and lower. |
|
* @requires_gles `gl_PrimitiveID` is not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
PrimitiveId = 1 << 4, |
|
#endif |
|
|
|
/** |
|
* Visualize primitive ID on a non-indexed triangle mesh using |
|
* @cpp gl_VertexID/3 @ce. Implicitly enables |
|
* @ref Flag::PrimitiveId, mutually exclusive with |
|
* @ref Flag::InstancedObjectId. Usable on OpenGL < 3.2, |
|
* OpenGL ES < 3.2 and WebGL where @cpp gl_PrimitiveID @ce is not |
|
* available. |
|
* @requires_gl30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL 2.1. |
|
* @requires_gles30 The `gl_VertexID` shader variable is not |
|
* available on OpenGL ES 2.0. |
|
* @requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
|
* @m_since{2020,06} |
|
*/ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId, |
|
#else |
|
PrimitiveIdFromVertexId = (1 << 5)|(1 << 4), |
|
#endif |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* Visualize tangent direction with red lines pointing out of |
|
* vertices. You need to provide the @ref Tangent or @ref Tangent4 |
|
* attribute in the mesh. Mutually exclusive with |
|
* @ref Flag::NoGeometryShader (as this needs a geometry shader |
|
* always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
TangentDirection = 1 << 6, |
|
|
|
/** |
|
* Visualize bitangent direction with green lines pointing out of |
|
* vertices. You need to provide both @ref Normal and @ref Tangent4 |
|
* attributes in the mesh, alternatively you can provide the |
|
* @ref Bitangent attribute and enable |
|
* @ref Flag::BitangentDirection instead. Mutually exclusive with |
|
* @ref Flag::NoGeometryShader (as this needs a geometry shader |
|
* always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
BitangentFromTangentDirection = 1 << 7, |
|
|
|
/** |
|
* Visualize bitangent direction with green lines pointing out of |
|
* vertices. You need to provide the @ref Bitangent attribute in |
|
* the mesh, alternatively you can provide both @ref Normal and |
|
* @ref Tangent4 attributes and enable |
|
* @ref Flag::BitangentFromTangentDirection instead. Mutually |
|
* exclusive with @ref Flag::NoGeometryShader (as this needs a |
|
* geometry shader always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
BitangentDirection = 1 << 8, |
|
|
|
/** |
|
* Visualize normal direction with blue lines pointing out of |
|
* vertices. You need to provide the @ref Normal attribute in the |
|
* mesh. Mutually exclusive with @ref Flag::NoGeometryShader (as |
|
* this needs a geometry shader always). |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
* @m_since{2020,06} |
|
*/ |
|
NormalDirection = 1 << 9, |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Use uniform buffers. Expects that uniform data are supplied via |
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer(), |
|
* @ref bindDrawBuffer() and @ref bindMaterialBuffer() instead of |
|
* direct uniform setters. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES |
|
* 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL |
|
* 1.0. |
|
* @m_since_latest |
|
*/ |
|
UniformBuffers = 1 << 10, |
|
|
|
/** |
|
* Enable multidraw functionality. Implies @ref Flag::UniformBuffers |
|
* and combines the value from @ref setDrawOffset() with the |
|
* @glsl gl_DrawID @ce builtin, which makes draws submitted via |
|
* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>) |
|
* pick up per-draw parameters directly, without having to rebind |
|
* the uniform buffers or specify @ref setDrawOffset() before each |
|
* draw. In a non-multidraw scenario, @glsl gl_DrawID @ce is |
|
* @cpp 0 @ce, which means a shader with this flag enabled can be |
|
* used for regular draws as well. |
|
* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* and @gl_extension{ARB,shader_draw_parameters} |
|
* @requires_es_extension OpenGL ES 3.0 and extension @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt) (unlisted). |
|
* While the extension alone needs only OpenGL ES 2.0, the |
|
* shader implementation relies on uniform buffers, which |
|
* require OpenGL ES 3.0. |
|
* @requires_webgl_extension WebGL 2.0 Extension @webgl_extension{ANGLE,multi_draw}. |
|
* While the extension alone needs only WebGL 1.0, the shader |
|
* implementation relies on uniform buffers, which require |
|
* WebGL 2.0. |
|
* @m_since_latest |
|
*/ |
|
MultiDraw = UniformBuffers|(1 << 11) |
|
#endif |
|
}; |
|
|
|
/** @brief Flags */ |
|
typedef Containers::EnumSet<Flag> Flags; |
|
|
|
/** |
|
* @brief Constructor |
|
* @param flags Flags |
|
* |
|
* At least @ref Flag::Wireframe or one of @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection, @ref Flag::NormalDirection is |
|
* expected to be enabled. |
|
* |
|
* While this function is meant mainly for the classic uniform |
|
* scenario (without @ref Flag::UniformBuffers set), it's equivalent to |
|
* @ref MeshVisualizerGL3D(Flags, UnsignedInt, UnsignedInt) with |
|
* @p materialCount and @p drawCount set to @cpp 1 @ce. |
|
*/ |
|
explicit MeshVisualizerGL3D(Flags flags); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Constructor |
|
* @m_deprecated_since{2020,06} Use @ref MeshVisualizerGL3D(Flags) |
|
* instead. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizerGL3D(Flags) instead") MeshVisualizerGL3D(): MeshVisualizerGL3D{{}} {} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Construct for a multi-draw scenario |
|
* @param flags Flags |
|
* @param materialCount Size of a @ref MeshVisualizerMaterialUniform |
|
* buffer bound with @ref bindMaterialBuffer() |
|
* @param drawCount Size of a @ref ProjectionUniform3D / |
|
* @ref TransformationUniform3D / |
|
* @ref MeshVisualizerMaterialUniform buffer bound with |
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer() |
|
* and @ref bindDrawBuffer() |
|
* |
|
* At least @ref Flag::Wireframe or one of @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection, @ref Flag::NormalDirection is |
|
* expected to be enabled. |
|
* |
|
* If @p flags contains @ref Flag::UniformBuffers, @p materialCount and |
|
* @p drawCount describe the uniform buffer sizes as these are required |
|
* to have a statically defined size. The draw offset is then set via |
|
* @ref setDrawOffset() and the per-draw materials are specified via |
|
* @ref MeshVisualizerDrawUniform3D::materialId. |
|
* |
|
* If @p flags don't contain @ref Flag::UniformBuffers, |
|
* @p materialCount and @p drawCount is ignored and the constructor |
|
* behaves the same as @ref MeshVisualizerGL3D(Flags). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
/** @todo this constructor will eventually need to have also joint |
|
count, per-vertex weight count, view count for multiview and clip |
|
plane count ... and putting them in arbitrary order next to each |
|
other is too error-prone, so it needs some other solution |
|
(accepting pairs of parameter type and value like in GL context |
|
creation, e.g., which will probably need a new enum as reusing Flag |
|
for this might be too confusing) */ |
|
explicit MeshVisualizerGL3D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); |
|
#endif |
|
|
|
/** |
|
* @brief Construct without creating the underlying OpenGL object |
|
* |
|
* The constructed instance is equivalent to a moved-from state. Useful |
|
* in cases where you will overwrite the instance later anyway. Move |
|
* another object over it to make it useful. |
|
* |
|
* This function can be safely used for constructing (and later |
|
* destructing) objects even without any OpenGL context being active. |
|
* However note that this is a low-level and a potentially dangerous |
|
* API, see the documentation of @ref NoCreate for alternatives. |
|
*/ |
|
explicit MeshVisualizerGL3D(NoCreateT) noexcept: Implementation::MeshVisualizerGLBase{NoCreate} {} |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizerGL3D(const MeshVisualizerGL3D&) = delete; |
|
|
|
/** @brief Move constructor */ |
|
MeshVisualizerGL3D(MeshVisualizerGL3D&&) noexcept = default; |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizerGL3D& operator=(const MeshVisualizerGL3D&) = delete; |
|
|
|
/** @brief Move assignment */ |
|
MeshVisualizerGL3D& operator=(MeshVisualizerGL3D&&) noexcept = default; |
|
|
|
/** @brief Flags */ |
|
Flags flags() const { |
|
return Flag(UnsignedShort(Implementation::MeshVisualizerGLBase::_flags)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Material count |
|
* @m_since_latest |
|
* |
|
* Statically defined size of the @ref MeshVisualizerMaterialUniform |
|
* uniform buffer. Has use only if @ref Flag::UniformBuffers is set. |
|
* @see @ref bindMaterialBuffer() |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt materialCount() const { return _materialCount; } |
|
|
|
/** |
|
* @brief Draw count |
|
* @m_since_latest |
|
* |
|
* Statically defined size of each of the |
|
* @ref TransformationProjectionUniform3D and |
|
* @ref MeshVisualizerDrawUniform3D uniform buffers. Has use only if |
|
* @ref Flag::UniformBuffers is set. |
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds. |
|
* @requires_webgl20 Not defined on WebGL 1.0 builds. |
|
*/ |
|
UnsignedInt drawCount() const { return _drawCount; } |
|
#endif |
|
|
|
/** @{ |
|
* @name Uniform setters |
|
* |
|
* Used only if @ref Flag::UniformBuffers is not set. |
|
*/ |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Set transformation and projection matrix |
|
* @m_deprecated_since{2020,06} Use @ref setTransformationMatrix() and |
|
* @ref setProjectionMatrix() instead. |
|
*/ |
|
CORRADE_DEPRECATED("use setTransformationMatrix() and setProjectionMatrix() instead") MeshVisualizerGL3D& setTransformationProjectionMatrix(const Matrix4& matrix) { |
|
/* Keep projection at identity, which should still work for |
|
wireframe (but of course not for TBN visualization) */ |
|
return setTransformationMatrix(matrix); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set transformation matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is an identity matrix. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref TransformationUniform3D::transformationMatrix and call |
|
* @ref bindTransformationBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setTransformationMatrix(const Matrix4& matrix); |
|
|
|
/** |
|
* @brief Set projection matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is an identity matrix. (i.e., an orthographic |
|
* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$ |
|
* cube). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref ProjectionUniform3D::projectionMatrix and call |
|
* @ref bindProjectionBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setProjectionMatrix(const Matrix4& matrix); |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief Set transformation matrix |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* Expects that @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. The matrix doesn't need to be normalized, as |
|
* renormalization is done per-fragment anyway. |
|
* Initial value is an identity matrix. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerDrawUniform3D::normalMatrix and call |
|
* @ref bindDrawBuffer() instead. |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
MeshVisualizerGL3D& setNormalMatrix(const Matrix3x3& matrix); |
|
#endif |
|
|
|
/** |
|
* @brief Set viewport size |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Has effect only if @ref Flag::Wireframe is enabled and geometry |
|
* shaders are used; or if @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled, otherwise it does nothing. Initial value is a zero vector. |
|
*/ |
|
MeshVisualizerGL3D& setViewportSize(const Vector2& size); |
|
|
|
/** |
|
* @brief Set base object color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. Expects that either |
|
* @ref Flag::Wireframe or @ref Flag::InstancedObjectId / |
|
* @ref Flag::PrimitiveId / @ref Flag::PrimitiveIdFromVertexId is |
|
* enabled. In case of the latter, the color is multiplied with the |
|
* color map coming from @ref bindColorMapTexture(). |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::color and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setColor(const Color4& color) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is @cpp 0x000000ff_rgbaf @ce. Expects that |
|
* @ref Flag::Wireframe is enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::wireframeColor and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setWireframeColor(const Color4& color) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setWireframeColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe width |
|
* @return Reference to self (for method chaining) |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::wireframeWidth and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setWireframeWidth(Float width) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setWireframeWidth(width)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set color map transformation |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* Offset and scale applied to the input value coming either from the |
|
* @ref ObjectId attribute or @glsl gl_PrimitiveID @ce, resulting value |
|
* is then used to fetch a color from a color map bound with |
|
* @ref bindColorMapTexture(). Initial value is @cpp 1.0f/512.0f @ce |
|
* and @cpp 1.0/256.0f @ce, meaning that for a 256-entry colormap the |
|
* first 256 values get an exact color from it and the next values will |
|
* be either clamped to last color or repeated depending on the color |
|
* map texture wrapping mode. Expects that either |
|
* @ref Flag::InstancedObjectId or @ref Flag::PrimitiveId / |
|
* @ref Flag::PrimitiveIdFromVertexId is enabled. |
|
* |
|
* Note that this shader doesn't directly offer a |
|
* @ref FlatGL::setObjectId() "setObjectId()" uniform that's used to |
|
* offset the per-vertex / per-instance ID. Instead, you need to encode |
|
* the base offset into the @p offset parameter. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::colorMapOffset and |
|
* @ref MeshVisualizerMaterialUniform::colorMapScale and call |
|
* @ref bindMaterialBuffer() instead. |
|
* @requires_gles30 Object ID visualization requires integer attributes |
|
* while primitive ID visualization requires the `gl_VertexID` / |
|
* `gl_PrimitiveID` builtins, neither of which is available in |
|
* OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID visualization requires integer |
|
* attributes while primitive ID visualization requires at least |
|
* the `gl_VertexID` builtin, neither of which is available in |
|
* WebGL 1. |
|
*/ |
|
MeshVisualizerGL3D& setColorMapTransformation(Float offset, Float scale) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setColorMapTransformation(offset, scale)); |
|
} |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief Set line width |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 1.0f @ce. Expects that |
|
* @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::lineWidth and call |
|
* @ref bindMaterialBuffer() instead. |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
MeshVisualizerGL3D& setLineWidth(Float width); |
|
|
|
/** |
|
* @brief Set line length |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* The value is in object space, initial value is @cpp 1.0f @ce. |
|
* Expects that @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::lineLength and call |
|
* @ref bindMaterialBuffer() instead. |
|
* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
|
* @gl_extension{EXT,geometry_shader} |
|
* @requires_gles Geometry shaders are not available in WebGL. |
|
*/ |
|
MeshVisualizerGL3D& setLineLength(Float length); |
|
#endif |
|
|
|
/** |
|
* @brief Set line smoothness |
|
* @return Reference to self (for method chaining) |
|
* |
|
* The value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe, |
|
* @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
* |
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill |
|
* @ref MeshVisualizerMaterialUniform::smoothness and call |
|
* @ref bindMaterialBuffer() instead. |
|
*/ |
|
MeshVisualizerGL3D& setSmoothness(Float smoothness); |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** @{ |
|
* @name Uniform buffer binding and related uniform setters |
|
* |
|
* Used if @ref Flag::UniformBuffers is set. |
|
*/ |
|
|
|
/** |
|
* @brief Set a draw offset |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Specifies which item in the @ref TransformationUniform3D and |
|
* @ref MeshVisualizerDrawUniform3D buffers bound with |
|
* @ref bindTransformationBuffer() and @ref bindDrawBuffer() should be |
|
* used for current draw. Expects that @ref Flag::UniformBuffers is set |
|
* and @p offset is less than @ref drawCount(). Initial value is |
|
* @cpp 0 @ce. |
|
* |
|
* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this |
|
* value, which makes each draw submitted via |
|
* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>) |
|
* pick up its own per-draw parameters. |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& setDrawOffset(UnsignedInt offset) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::setDrawOffset(offset)); |
|
} |
|
|
|
/** |
|
* @brief Set a projection uniform buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain at least one instance of |
|
* @ref ProjectionUniform3D. At the very least you need to call also |
|
* @ref bindTransformationBuffer(), @ref bindDrawBuffer() and |
|
* @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindProjectionBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Set a transformation uniform buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref TransformationUniform3D. At the very least you need to call |
|
* also @ref bindDrawBuffer() and @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindTransformationBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Set a draw uniform buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is |
|
* expected to contain @ref drawCount() instances of |
|
* @ref MeshVisualizerDrawUniform3D. At the very least you need to call |
|
* also @ref bindProjectionBuffer(), @ref bindTransformationBuffer() |
|
* and @ref bindMaterialBuffer(). |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
*/ |
|
MeshVisualizerGL3D& bindDrawBuffer(GL::Buffer& buffer); |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindDrawBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size); |
|
|
|
/** |
|
* @brief Set a material uniform buffer |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
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* Expects that @ref Flag::UniformBuffers is set. The buffer is |
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* expected to contain @ref materialCount() instances of |
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* @ref MeshVisualizerMaterialUniform. At the very least you need to |
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* call also @ref bindProjectionBuffer(), |
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* @ref bindTransformationBuffer() and @ref bindDrawBuffer(). |
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* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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*/ |
|
MeshVisualizerGL3D& bindMaterialBuffer(GL::Buffer& buffer) { |
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return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer)); |
|
} |
|
/** |
|
* @overload |
|
* @m_since_latest |
|
*/ |
|
MeshVisualizerGL3D& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindMaterialBuffer(buffer, offset, size)); |
|
} |
|
|
|
/** |
|
* @} |
|
*/ |
|
#endif |
|
|
|
/** @{ |
|
* @name Texture binding |
|
*/ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Bind a color map texture |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* See also @ref setColorMapTransformation(). Expects that either |
|
* @ref Flag::InstancedObjectId or @ref Flag::PrimitiveId / |
|
* @ref Flag::PrimitiveIdFromVertexId is enabled. |
|
* @requires_gles30 Object ID visualization requires integer attributes |
|
* while primitive ID visualization requires the `gl_VertexID` / |
|
* `gl_PrimitiveID` builtins, neither of which is available in |
|
* OpenGL ES 2.0. |
|
* @requires_webgl20 Object ID visualization requires integer |
|
* attributes while primitive ID visualization requires at least |
|
* the `gl_VertexID` builtin, neither of which is available in |
|
* WebGL 1. |
|
*/ |
|
MeshVisualizerGL3D& bindColorMapTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizerGL3D&>(Implementation::MeshVisualizerGLBase::bindColorMapTexture(texture)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @} |
|
*/ |
|
|
|
private: |
|
Int _transformationMatrixUniform{6}, |
|
_projectionMatrixUniform{7}; |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
Int _normalMatrixUniform{8}, |
|
_lineWidthUniform{9}, |
|
_lineLengthUniform{10}; |
|
#endif |
|
}; |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL2D,MeshVisualizerGL2D::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL2D::Flag value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL3D,MeshVisualizerGL3D::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL3D::Flag value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL2D,MeshVisualizerGL2D::Flags} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL2D::Flags value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizerGL3D,MeshVisualizerGL3D::Flags} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizerGL3D::Flags value); |
|
|
|
CORRADE_ENUMSET_OPERATORS(MeshVisualizerGL2D::Flags) |
|
CORRADE_ENUMSET_OPERATORS(MeshVisualizerGL3D::Flags) |
|
|
|
}} |
|
|
|
#endif
|
|
|