mirror of https://github.com/mosra/magnum.git
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.
222 lines
7.6 KiB
222 lines
7.6 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. |
|
*/ |
|
|
|
#include "DistanceField.h" |
|
|
|
#include <Corrade/Containers/Reference.h> |
|
#include <Corrade/Utility/FormatStl.h> |
|
#include <Corrade/Utility/Resource.h> |
|
|
|
#include "Magnum/Math/Range.h" |
|
#include "Magnum/GL/AbstractShaderProgram.h" |
|
#include "Magnum/GL/Buffer.h" |
|
#include "Magnum/GL/Context.h" |
|
#include "Magnum/GL/Extensions.h" |
|
#include "Magnum/GL/Framebuffer.h" |
|
#include "Magnum/GL/Mesh.h" |
|
#include "Magnum/GL/Shader.h" |
|
#include "Magnum/GL/Texture.h" |
|
#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" |
|
|
|
#ifdef MAGNUM_BUILD_STATIC |
|
static void importTextureToolResources() { |
|
CORRADE_RESOURCE_INITIALIZE(MagnumTextureTools_RCS) |
|
} |
|
#endif |
|
|
|
namespace Magnum { namespace TextureTools { |
|
|
|
namespace { |
|
|
|
class DistanceFieldShader: public GL::AbstractShaderProgram { |
|
public: |
|
typedef GL::Attribute<0, Vector2> Position; |
|
|
|
explicit DistanceFieldShader(UnsignedInt radius); |
|
|
|
DistanceFieldShader& setScaling(const Vector2& scaling) { |
|
setUniform(scalingUniform, scaling); |
|
return *this; |
|
} |
|
|
|
DistanceFieldShader& setImageSizeInverted(const Vector2& size) { |
|
setUniform(imageSizeInvertedUniform, size); |
|
return *this; |
|
} |
|
|
|
DistanceFieldShader& bindTexture(GL::Texture2D& texture) { |
|
texture.bind(TextureUnit); |
|
return *this; |
|
} |
|
|
|
private: |
|
/* ES2 on iOS (apparently independent on the device) has only 8 texture |
|
units, so be careful to not step over that. ES3 on the same has 16. |
|
Not using the default (0) because this shader is quite specific. |
|
Unit 6 is used by Shaders::Vector and Shaders::DistanceFieldVector. */ |
|
enum: Int { TextureUnit = 7 }; |
|
|
|
Int scalingUniform{0}, |
|
imageSizeInvertedUniform; |
|
}; |
|
|
|
DistanceFieldShader::DistanceFieldShader(const UnsignedInt radius) { |
|
#ifdef MAGNUM_BUILD_STATIC |
|
/* Import resources on static build, if not already */ |
|
if(!Utility::Resource::hasGroup("MagnumTextureTools")) |
|
importTextureToolResources(); |
|
#endif |
|
Utility::Resource rs("MagnumTextureTools"); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Version v = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL300, GL::Version::GL210}); |
|
#else |
|
const GL::Version v = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); |
|
#endif |
|
|
|
GL::Shader vert = Shaders::Implementation::createCompatibilityShader(rs, v, GL::Shader::Type::Vertex); |
|
GL::Shader frag = Shaders::Implementation::createCompatibilityShader(rs, v, GL::Shader::Type::Fragment); |
|
|
|
vert.addSource(rs.get("FullScreenTriangle.glsl")) |
|
.addSource(rs.get("DistanceFieldShader.vert")); |
|
frag.addSource(Utility::formatString("#define RADIUS {}\n", radius)) |
|
.addSource(rs.get("DistanceFieldShader.frag")); |
|
|
|
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); |
|
|
|
attachShaders({vert, frag}); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(!GL::Context::current().isExtensionSupported<GL::Extensions::MAGNUM::shader_vertex_id>()) |
|
#endif |
|
{ |
|
bindAttributeLocation(Position::Location, "position"); |
|
} |
|
|
|
CORRADE_INTERNAL_ASSERT_OUTPUT(link()); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>()) |
|
#endif |
|
{ |
|
scalingUniform = uniformLocation("scaling"); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!GL::Context::current().isVersionSupported(GL::Version::GL320)) |
|
#else |
|
if(!GL::Context::current().isVersionSupported(GL::Version::GLES300)) |
|
#endif |
|
{ |
|
imageSizeInvertedUniform = uniformLocation("imageSizeInverted"); |
|
} |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>()) |
|
#endif |
|
{ |
|
setUniform(uniformLocation("textureData"), TextureUnit); |
|
} |
|
} |
|
|
|
} |
|
|
|
struct DistanceField::State { |
|
explicit State(UnsignedInt radius): shader{radius}, radius{radius} {} |
|
|
|
DistanceFieldShader shader; |
|
UnsignedInt radius; |
|
GL::Mesh mesh; |
|
}; |
|
|
|
DistanceField::DistanceField(const UnsignedInt radius): _state{new State{radius}} { |
|
#ifndef MAGNUM_TARGET_GLES |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::framebuffer_object); |
|
#endif |
|
|
|
_state->mesh.setPrimitive(GL::MeshPrimitive::Triangles) |
|
.setCount(3); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(!GL::Context::current().isExtensionSupported<GL::Extensions::MAGNUM::shader_vertex_id>()) |
|
#endif |
|
{ |
|
constexpr Vector2 triangle[] = { |
|
Vector2(-1.0, 1.0), |
|
Vector2(-1.0, -3.0), |
|
Vector2( 3.0, 1.0) |
|
}; |
|
GL::Buffer buffer; |
|
buffer.setData(triangle, GL::BufferUsage::StaticDraw); |
|
_state->mesh.addVertexBuffer(std::move(buffer), 0, DistanceFieldShader::Position()); |
|
} |
|
} |
|
|
|
DistanceField::~DistanceField() = default; |
|
|
|
UnsignedInt DistanceField::radius() const { return _state->radius; } |
|
|
|
void DistanceField::operator()(GL::Texture2D& input, GL::Texture2D& output, const Range2Di& rectangle, const Vector2i& |
|
#ifdef MAGNUM_TARGET_GLES |
|
imageSize |
|
#endif |
|
) { |
|
/** @todo Disable depth test, blending and then enable it back (if was previously) */ |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
Vector2i imageSize = input.imageSize(0); |
|
#endif |
|
|
|
/* Framebuffer is instantiated here so it gets correctly unbound at the end |
|
(and bound framebuffer reset back to the default) */ |
|
GL::Framebuffer framebuffer{rectangle}; |
|
framebuffer.attachTexture(GL::Framebuffer::ColorAttachment(0), output, 0) |
|
.clear(GL::FramebufferClear::Color) |
|
.bind(); |
|
|
|
const GL::Framebuffer::Status status = framebuffer.checkStatus(GL::FramebufferTarget::Draw); |
|
if(status != GL::Framebuffer::Status::Complete) { |
|
Error() << "TextureTools::DistanceField: cannot render to given output texture, unexpected framebuffer status" |
|
<< status; |
|
return; |
|
} |
|
|
|
_state->shader.setScaling(Vector2(imageSize)/Vector2(rectangle.size())) |
|
.bindTexture(input); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!GL::Context::current().isVersionSupported(GL::Version::GL320)) |
|
#else |
|
if(!GL::Context::current().isVersionSupported(GL::Version::GLES300)) |
|
#endif |
|
{ |
|
_state->shader.setImageSizeInverted(1.0f/Vector2(imageSize)); |
|
} |
|
|
|
/* Draw the mesh */ |
|
_state->shader.draw(_state->mesh); |
|
} |
|
|
|
}}
|
|
|