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127 lines
4.7 KiB
127 lines
4.7 KiB
#ifndef Magnum_Shaders_DistanceFieldVector_h |
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#define Magnum_Shaders_DistanceFieldVector_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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 Magnum::Shaders::DistanceFieldVector, typedef Magnum::Shaders::DistanceFieldVector2D, Magnum::Shaders::DistanceFieldVector3D |
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*/ |
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#include "Math/Matrix3.h" |
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#include "Math/Matrix4.h" |
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#include "AbstractVector.h" |
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#include "magnumShadersVisibility.h" |
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namespace Magnum { namespace Shaders { |
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/** |
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@brief Distance field vector shader |
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Renders vector art in form of signed distance field. See TextureTools::distanceField() |
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for more information. Note that the final rendered outlook will greatly depend |
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on radius of input distance field and value passed to setSmoothness(). |
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@see DistanceFieldVector2D, DistanceFieldVector3D |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> { |
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public: |
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DistanceFieldVector(); |
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/** @brief Set transformation and projection matrix */ |
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DistanceFieldVector* setTransformationProjectionMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) { |
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AbstractShaderProgram::setUniform(transformationProjectionMatrixUniform, matrix); |
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return this; |
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} |
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/** |
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* @brief Set fill color |
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* @return Pointer to self (for method chaining) |
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* |
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* @see setOutlineColor() |
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*/ |
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DistanceFieldVector* setColor(const Color4<>& color) { |
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AbstractShaderProgram::setUniform(colorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set outline color |
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* @return Pointer to self (for method chaining) |
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* |
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* @see setOutlineRange(), setColor() |
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*/ |
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DistanceFieldVector* setOutlineColor(const Color4<>& color) { |
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AbstractShaderProgram::setUniform(outlineColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set outline range |
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* @return Pointer to self (for method chaining) |
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* |
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* Parameter @p start describes where fill ends and possible outline |
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* starts. Initial value is `0.5f`, smaller values will make the vector |
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* art look thinner, larger will make it look thicker. |
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* |
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* Parameter @p end describes where outline ends. If set to value |
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* smaller than @p start the outline is not drawn. Initial value is |
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* `0.0f`. |
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* |
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* @see setOutlineColor() |
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*/ |
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DistanceFieldVector* setOutlineRange(Float start, Float end) { |
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AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end)); |
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return this; |
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} |
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/** |
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* @brief Set smoothness radius |
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* @return Pointer to self (for method chaining) |
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* |
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* Larger values will make edges look less aliased (but blurry), smaller |
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* values will make them look more crisp (but possibly aliased). Initial |
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* value is `0.04f`. |
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*/ |
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DistanceFieldVector* setSmoothness(Float value) { |
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AbstractShaderProgram::setUniform(smoothnessUniform, value); |
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return this; |
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} |
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private: |
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Int transformationProjectionMatrixUniform, |
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colorUniform, |
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outlineColorUniform, |
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outlineRangeUniform, |
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smoothnessUniform; |
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}; |
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/** @brief Two-dimensional distance field vector shader */ |
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typedef DistanceFieldVector<2> DistanceFieldVector2D; |
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/** @brief Three-dimensional distance field vector shader */ |
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typedef DistanceFieldVector<3> DistanceFieldVector3D; |
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}} |
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#endif
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