You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

99 lines
4.5 KiB

/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page shaders Builtin shaders
@brief Overview and basic usage of builtin shaders.
@m_keywords{Shaders}
@tableofcontents
@m_footernavigation
Magnum contains a set of general-purpose shaders for easy prototyping, UI
rendering and data visualization/debugging in both 2D and 3D scenes. The
following shaders are available, see documentation of each class for sample
output and example setup:
- @ref Shaders::Flat "Shaders::Flat*D" --- flat shading using single color or
texture
- @ref Shaders::Vector "Shaders::Vector*D" --- colored vector graphics
- @ref Shaders::DistanceFieldVector "Shaders::DistanceFieldVector*D" --
colored and outlined vector graphics
- @ref Shaders::VertexColor "Shaders::VertexColor*D" --- vertex-colored meshes
- @ref Shaders::Phong --- Phong shading using colors or textures, 3D only
- @ref Shaders::MeshVisualizer --- wireframe visualization, 3D only
All the builtin shaders can be used on unextended OpenGL 2.1 and OpenGL ES 2.0
/ WebGL 1.0, but they try to use the most recent technology available to have
them as efficient as possible on every configuration.
@section shaders-usage Usage
Shader usage is divided into two parts: configuring vertex attributes in the
mesh and configuring the shader itself.
Each shader expects some set of vertex attributes, thus when adding vertex
buffer into the mesh, you need to specify which shader attributes are on which
position in the buffer. See @ref GL::Mesh::addVertexBuffer() for details and
usage examples. Example mesh configuration for @ref Shaders::Phong shader:
@snippet MagnumShaders.cpp shaders-setup
Each shader then has its own set of configuration functions. Some configuration
is static, specified commonly as flags in constructor, directly affecting
compiled shader code. Other configuration is specified through uniforms and
various binding points, commonly exposed through various setters. All shader
uniforms have a reasonable defaults so you are able to see at least something
when using the shader directly without any further configuration, but in most
cases you may want to specify at least the transformation/projection matrices.
Example configuration and rendering using @link Shaders::Phong @endlink:
@snippet MagnumShaders.cpp shaders-rendering
@section shaders-generic Generic vertex attributes
Many shaders share the same vertex attribute definitions, such as positions,
normals, texture coordinates etc. It's thus possible to configure the mesh
for *generic* shader and then render it with any compatible shader. Definition
of generic attributes is available in @ref Shaders::Generic class.
Configuration of the above mesh using generic attributes could then look like
this:
@snippet MagnumShaders.cpp shaders-generic
Note that in this particular case both configurations are equivalent, because
@ref Shaders::Phong also uses generic vertex attribute definitions.
Then you can render the mesh using @ref Shaders::Phong shader like above, or
use for example @ref Shaders::Flat3D or even @ref Shaders::MeshVisualizer with
the same mesh reconfiguration. The unused attributes will be simply ignored.
@snippet MagnumShaders.cpp shaders-meshvisualizer
The @ref MeshTools::compile() utility configures meshes using generic vertex
attribute definitions to make them usable with any shader.
*/
}