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1043 lines
43 KiB
1043 lines
43 KiB
#ifndef Magnum_Shaders_MeshVisualizer_h |
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#define Magnum_Shaders_MeshVisualizer_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::MeshVisualizer2D, @ref Magnum::Shaders::MeshVisualizer3D |
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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/Generic.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 MeshVisualizerBase: 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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#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 MeshVisualizerBase(FlagsBase flags); |
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explicit MeshVisualizerBase(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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MeshVisualizerBase& setColor(const Color4& color); |
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MeshVisualizerBase& setWireframeColor(const Color4& color); |
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MeshVisualizerBase& setWireframeWidth(Float width); |
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#ifndef MAGNUM_TARGET_GLES2 |
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MeshVisualizerBase& setColorMapTransformation(Float offset, Float scale); |
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MeshVisualizerBase& bindColorMapTexture(GL::Texture2D& texture); |
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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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Int _colorUniform{1}, |
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_wireframeColorUniform{2}, |
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_wireframeWidthUniform{3}, |
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_smoothnessUniform{4}, |
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_viewportSizeUniform{5}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int _colorMapOffsetScaleUniform{6}; |
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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 shader |
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@m_since{2020,06} |
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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 MeshVisualizer3D 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 MeshVisualizer2D: public Implementation::MeshVisualizerBase { |
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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 Generic2D::Position Position; |
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/** |
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* @brief Vertex index |
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* |
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* See @ref MeshVisualizer3D::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 Generic3D::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 = Generic2D::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 MeshVisualizer2D() |
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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 MeshVisualizer3D::Flag::InstancedObjectId */ |
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InstancedObjectId = 1 << 2, |
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/** @copydoc MeshVisualizer3D::Flag::VertexId */ |
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VertexId = 1 << 3, |
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#ifndef MAGNUM_TARGET_WEBGL |
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/** @copydoc MeshVisualizer3D::Flag::PrimitiveId */ |
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PrimitiveId = 1 << 4, |
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#endif |
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/** @copydoc MeshVisualizer3D::Flag::PrimitiveIdFromVertexId */ |
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#ifndef MAGNUM_TARGET_WEBGL |
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PrimitiveIdFromVertexId = (1 << 5)|PrimitiveId |
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#else |
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PrimitiveIdFromVertexId = (1 << 5)|(1 << 4) |
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#endif |
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#endif |
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}; |
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/** @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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explicit MeshVisualizer2D(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 MeshVisualizer2D(NoCreateT) noexcept: Implementation::MeshVisualizerBase{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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MeshVisualizer2D(const MeshVisualizer2D&) = delete; |
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/** @brief Move constructor */ |
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MeshVisualizer2D(MeshVisualizer2D&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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MeshVisualizer2D& operator=(const MeshVisualizer2D&) = delete; |
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/** @brief Move assignment */ |
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MeshVisualizer2D& operator=(MeshVisualizer2D&&) noexcept = default; |
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/** @brief Flags */ |
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Flags flags() const { |
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return Flag(UnsignedShort(Implementation::MeshVisualizerBase::_flags)); |
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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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MeshVisualizer2D& 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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MeshVisualizer2D& 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 is enabled. In case of the latter, the color |
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* is multiplied with the color map coming from |
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* @ref bindColorMapTexture(). |
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*/ |
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MeshVisualizer2D& setColor(const Color4& color) { |
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return static_cast<MeshVisualizer2D&>(Implementation::MeshVisualizerBase::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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MeshVisualizer2D& setWireframeColor(const Color4& color) { |
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return static_cast<MeshVisualizer2D&>(Implementation::MeshVisualizerBase::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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* 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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MeshVisualizer2D& setWireframeWidth(Float width) { |
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return static_cast<MeshVisualizer2D&>(Implementation::MeshVisualizerBase::setWireframeWidth(width)); |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** @copydoc MeshVisualizer3D::setColorMapTransformation() */ |
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MeshVisualizer2D& setColorMapTransformation(Float offset, Float scale) { |
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return static_cast<MeshVisualizer2D&>(Implementation::MeshVisualizerBase::setColorMapTransformation(offset, scale)); |
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} |
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/** @copydoc MeshVisualizer3D::bindColorMapTexture() */ |
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MeshVisualizer2D& bindColorMapTexture(GL::Texture2D& texture) { |
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return static_cast<MeshVisualizer2D&>(Implementation::MeshVisualizerBase::bindColorMapTexture(texture)); |
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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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MeshVisualizer2D& setSmoothness(Float smoothness); |
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private: |
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Int _transformationProjectionMatrixUniform{0}; |
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}; |
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/** |
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@brief 3D mesh visualization shader |
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Visualizes wireframe, per-vertex/per-instance object ID, primitive ID or |
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tangent space of 3D meshes. You need to provide the @ref Position attribute in |
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your triangle mesh at the very least. Use @ref setTransformationProjectionMatrix(), |
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@ref setColor() and others to 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-text-center m-nopadt m-nopadx} |
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@image html shaders-meshvisualizer3d.png width=256px |
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@ref Shaders-MeshVisualizer-wireframe, \n |
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@ref Shaders-MeshVisualizer-tbn |
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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-text-center m-nopadt m-nopadx} |
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@image html shaders-meshvisualizer3d-primitiveid.png width=256px |
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@ref Shaders-MeshVisualizer-object-id |
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@m_enddiv |
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@endparblock |
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The shader expects that you enable wireframe visualization, tangent space |
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visualization or object/primitive ID visualization by passing an appropriate |
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@ref Flag to the constructor --- there's no default behavior with nothing |
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enabled. |
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@section Shaders-MeshVisualizer-wireframe Wireframe visualization |
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Wireframe visualization is done by enabling @ref Flag::Wireframe. It is done |
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either using geometry shaders or with help of additional vertex information. If |
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you have geometry shaders available, you don't need to do anything else except |
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calling @ref setViewportSize() to correctly size the wireframe --- without |
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this, the mesh will be rendered in a single color. |
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@requires_gl32 Extension @gl_extension{ARB,geometry_shader4} for wireframe |
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rendering using geometry shaders. |
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@requires_es_extension Extension @gl_extension{EXT,geometry_shader} for |
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wireframe rendering using geometry shaders. |
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If you don't have geometry shaders, you need to enable @ref Flag::NoGeometryShader |
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(done by default in OpenGL ES 2.0) and use only **non-indexed** triangle meshes |
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(see @ref MeshTools::duplicate() for a possible solution). Additionaly, if you |
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have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also the |
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@ref VertexIndex attribute. |
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@requires_gles30 Extension @gl_extension{OES,standard_derivatives} for |
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wireframe rendering without geometry shaders. |
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If using geometry shaders on OpenGL ES, @gl_extension{NV,shader_noperspective_interpolation} |
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is optionally used for improving line appearance. On desktop OpenGL this is |
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done implicitly. |
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If you want to render just the wireframe on top of an existing mesh, call |
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@ref setColor() with @cpp 0x00000000_rgbaf @ce. Alpha / transparency is |
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supported by the shader implicitly, but to have it working on the framebuffer, |
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you need to enable @ref GL::Renderer::Feature::Blending and set up the blending |
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function. See @ref GL::Renderer::setBlendFunction() for details. |
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@subsection Shaders-MeshVisualizer-wireframe-geom Example setup with a geometry shader (desktop GL, OpenGL ES 3.2) |
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Common mesh setup: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-geom1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-geom2 |
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@subsection Shaders-MeshVisualizer-wireframe-no-geom Example setup for indexed meshes without a geometry shader |
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The vertices have to be converted to a non-indexed array first. Mesh setup: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom1 |
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Rendering setup: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom2 |
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@subsection Shaders-MeshVisualizer-usage-wireframe-no-geom-old Wireframe visualization of non-indexed meshes without a geometry shader on older hardware |
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You need to provide also the @ref VertexIndex attribute. Mesh setup *in |
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addition to the above*: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom-old |
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Rendering setup the same as above. |
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@section Shaders-MeshVisualizer-tbn Tangent space visualization |
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On platforms with geometry shaders (desktop GL, OpenGL ES 3.2), the shader is |
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able to visualize tangents, bitangent and normal direction via colored lines |
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coming out of vertices (red, green and blue for tangent, bitangent and normal, respectively). This can be enabled together with wireframe visualization, |
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however note that when both are enabled, the lines are not antialiased to avoid |
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depth ordering artifacts. |
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For tangents and normals, you need to provide the @ref Tangent and @ref Normal |
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attributes and enable @ref Flag::TangentDirection and |
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@ref Flag::NormalDirection, respectively. If any of the attributes isn't |
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present, its data are implicitly zero and thus the direction isn't shown --- |
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which means you don't need to worry about having two active variants of the |
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shader and switching between either depending on whether tangents are present |
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or not. |
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For bitangents however, there are two possible representations --- the more |
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efficient one is via a fourth component in the tangent attribute that |
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indicates tangent space handedness, in which case you'll be using the |
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@ref Tangent4 attribute instead of @ref Tangent, and enable |
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@ref Flag::BitangentFromTangentDirection. The other, more obvious but less |
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efficient representation, is a dedicated @ref Bitangent attribute (in which |
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case you'll enable @ref Flag::BitangentDirection). Note that these two are |
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mutually exclusive, so you need to choose either of them based on what given |
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mesh contains. Example for the first case: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-tbn1 |
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Rendering setup: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-tbn2 |
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@section Shaders-MeshVisualizer-object-id Object, vertex and primitive ID visualization |
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If the mesh contains a per-vertex (or instanced) @ref ObjectId, it can be |
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visualized by enabling @ref Flag::InstancedObjectId. For the actual |
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visualization you need to provide a color map using @ref bindColorMapTexture() |
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and use @ref setColorMapTransformation() to map given range of discrete IDs to |
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the @f$ [0, 1] @f$ texture range. Various colormap presets are in the |
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@ref DebugTools::ColorMap namespace. Example usage: |
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@snippet MagnumShaders.cpp MeshVisualizer-usage-object-id |
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If you enable @ref Flag::VertexId, the shader will use the color map to |
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visualize how are vertices shared among primitives. That's useful for |
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inspecting mesh connectivity --- primitives sharing vertices will have a smooth |
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color map transition while duplicated vertices will cause a sharp edge. This |
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relies on the @glsl gl_VertexID @ce GLSL builtin. |
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|
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The @ref Flag::PrimitiveId then visualizes the order in which primitives are |
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drawn. That's useful for example to see to see how well is the mesh optimized |
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for a post-transform vertex cache. This by default relies on the @glsl gl_PrimitiveID @ce GLSL builtin; with @ref Flag::PrimitiveIdFromVertexId it's |
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emulated using @glsl gl_VertexID @ce, expecting you to draw a non-indexed |
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triangle mesh. You can use @ref MeshTools::duplicate() (and potentially |
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@ref MeshTools::generateIndices()) to conveniently convert the mesh to a |
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non-indexed @ref MeshPrimitive::Triangles. |
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|
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@requires_gl32 The `gl_PrimitiveID` shader variable is not available on OpenGL |
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3.1 and lower. |
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@requires_gl30 The `gl_VertexID` shader variable is not available on OpenGL |
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2.1. |
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@requires_gles32 The `gl_PrimitiveID` shader variable is not available on |
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OpenGL ES 3.1 and lower. |
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@requires_gles30 The `gl_VertexID` shader variable is not available on OpenGL |
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ES 2.0. |
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@requires_gles `gl_PrimitiveID` is not available in WebGL. |
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@requires_webgl20 `gl_VertexID` is not available in WebGL 1.0. |
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|
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@see @ref shaders, @ref MeshVisualizer2D |
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@todo Understand and add support wireframe width/smoothness without GS |
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*/ |
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class MAGNUM_SHADERS_EXPORT MeshVisualizer3D: public Implementation::MeshVisualizerBase { |
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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::Vector3 "Vector3". |
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*/ |
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typedef typename Generic3D::Position Position; |
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|
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/** |
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* @brief Tangent direction |
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* @m_since{2020,06} |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4 |
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* attribute. Used only if @ref Flag::TangentDirection is enabled. |
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*/ |
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typedef typename Generic3D::Tangent Tangent; |
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|
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/** |
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* @brief Tangent direction with a bitangent sign |
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* @m_since{2020,06} |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector4 "Vector4". Use either this or the @ref Tangent |
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* attribute. Used only if @ref Flag::TangentDirection or |
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* @ref Flag::BitangentFromTangentDirection is enabled. |
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*/ |
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typedef typename Generic3D::Tangent4 Tangent4; |
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|
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/** |
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* @brief Bitangent direction |
|
* @m_since{2020,06} |
|
* |
|
* @ref shaders-generic "Generic attribute", |
|
* @ref Magnum::Vector4 "Vector4". Use either this or the @ref Tangent4 |
|
* attribute. Used only if @ref Flag::BitangentDirection is enabled. |
|
*/ |
|
typedef typename Generic3D::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 Generic3D::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 Generic::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 Generic3D::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 = Generic3D::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 |
|
}; |
|
|
|
/** @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. |
|
*/ |
|
explicit MeshVisualizer3D(Flags flags); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Constructor |
|
* @m_deprecated_since{2020,06} Use @ref MeshVisualizer3D(Flags) instead. |
|
*/ |
|
explicit CORRADE_DEPRECATED("use MeshVisualizer3D(Flags) instead") MeshVisualizer3D(): MeshVisualizer3D{{}} {} |
|
#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 MeshVisualizer3D(NoCreateT) noexcept: Implementation::MeshVisualizerBase{NoCreate} {} |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizer3D(const MeshVisualizer3D&) = delete; |
|
|
|
/** @brief Move constructor */ |
|
MeshVisualizer3D(MeshVisualizer3D&&) noexcept = default; |
|
|
|
/** @brief Copying is not allowed */ |
|
MeshVisualizer3D& operator=(const MeshVisualizer3D&) = delete; |
|
|
|
/** @brief Move assignment */ |
|
MeshVisualizer3D& operator=(MeshVisualizer3D&&) noexcept = default; |
|
|
|
/** @brief Flags */ |
|
Flags flags() const { |
|
return Flag(UnsignedShort(Implementation::MeshVisualizerBase::_flags)); |
|
} |
|
|
|
#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") MeshVisualizer3D& 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. |
|
*/ |
|
MeshVisualizer3D& 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). |
|
*/ |
|
MeshVisualizer3D& 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. |
|
* @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. |
|
*/ |
|
MeshVisualizer3D& 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. |
|
*/ |
|
MeshVisualizer3D& 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 is enabled. In case of the latter, the color |
|
* is multiplied with the color map coming from |
|
* @ref bindColorMapTexture(). |
|
*/ |
|
MeshVisualizer3D& setColor(const Color4& color) { |
|
return static_cast<MeshVisualizer3D&>(Implementation::MeshVisualizerBase::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. |
|
*/ |
|
MeshVisualizer3D& setWireframeColor(const Color4& color) { |
|
return static_cast<MeshVisualizer3D&>(Implementation::MeshVisualizerBase::setWireframeColor(color)); |
|
} |
|
|
|
/** |
|
* @brief Set wireframe width |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 1.0f @ce. Expects that @ref Flag::Wireframe is |
|
* enabled. |
|
*/ |
|
MeshVisualizer3D& setWireframeWidth(Float width) { |
|
return static_cast<MeshVisualizer3D&>(Implementation::MeshVisualizerBase::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 Flat::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. |
|
* @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. |
|
*/ |
|
MeshVisualizer3D& setColorMapTransformation(Float offset, Float scale) { |
|
return static_cast<MeshVisualizer3D&>(Implementation::MeshVisualizerBase::setColorMapTransformation(offset, scale)); |
|
} |
|
|
|
/** |
|
* @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. |
|
*/ |
|
MeshVisualizer3D& bindColorMapTexture(GL::Texture2D& texture) { |
|
return static_cast<MeshVisualizer3D&>(Implementation::MeshVisualizerBase::bindColorMapTexture(texture)); |
|
} |
|
#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} |
|
* |
|
* 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. |
|
* @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. |
|
*/ |
|
MeshVisualizer3D& setLineWidth(Float width); |
|
|
|
/** |
|
* @brief Set line length |
|
* @return Reference to self (for method chaining) |
|
* @m_since{2020,06} |
|
* |
|
* 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. |
|
* @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. |
|
*/ |
|
MeshVisualizer3D& setLineLength(Float length); |
|
#endif |
|
|
|
/** |
|
* @brief Set line smoothness |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Value is in screen space (depending on @ref setViewportSize()), |
|
* initial value is @cpp 2.0f @ce. Expects that @ref Flag::Wireframe, |
|
* @ref Flag::TangentDirection, |
|
* @ref Flag::BitangentFromTangentDirection, |
|
* @ref Flag::BitangentDirection or @ref Flag::NormalDirection is |
|
* enabled. |
|
*/ |
|
MeshVisualizer3D& setSmoothness(Float smoothness); |
|
|
|
private: |
|
Int _transformationMatrixUniform{0}, |
|
_projectionMatrixUniform{7}; |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
Int _normalMatrixUniform{8}, |
|
_lineWidthUniform{9}, |
|
_lineLengthUniform{10}; |
|
#endif |
|
}; |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
@brief 3D mesh visualizer shader |
|
@m_deprecated_since{2020,06} Use @ref MeshVisualizer3D instead. |
|
*/ |
|
typedef CORRADE_DEPRECATED("use MeshVisualizer3D instead") MeshVisualizer3D MeshVisualizer; |
|
#endif |
|
|
|
/** @debugoperatorclassenum{MeshVisualizer2D,MeshVisualizer2D::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizer2D::Flag value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizer3D,MeshVisualizer3D::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizer3D::Flag value); |
|
|
|
/** @debugoperatorclassenum{MeshVisualizer2D,MeshVisualizer2D::Flags} */ |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizer2D::Flags value); |
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/** @debugoperatorclassenum{MeshVisualizer3D,MeshVisualizer3D::Flags} */ |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, MeshVisualizer3D::Flags value); |
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CORRADE_ENUMSET_OPERATORS(MeshVisualizer2D::Flags) |
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CORRADE_ENUMSET_OPERATORS(MeshVisualizer3D::Flags) |
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}} |
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#endif
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