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1118 lines
32 KiB
1118 lines
32 KiB
/* |
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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, 2022 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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#include <numeric> |
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#include <Corrade/Containers/Array.h> |
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#include <Corrade/Containers/ArrayViewStl.h> |
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#include <Corrade/Utility/FormatStl.h> |
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#include "Magnum/ImageView.h" |
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#include "Magnum/PixelFormat.h" |
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#include "Magnum/DebugTools/ColorMap.h" |
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#include "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/DefaultFramebuffer.h" |
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#include "Magnum/GL/Framebuffer.h" |
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#include "Magnum/GL/Mesh.h" |
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#include "Magnum/GL/MeshView.h" |
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#include "Magnum/GL/Shader.h" |
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#include "Magnum/GL/Renderbuffer.h" |
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#include "Magnum/GL/RenderbufferFormat.h" |
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#include "Magnum/GL/Texture.h" |
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#include "Magnum/GL/TextureFormat.h" |
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#include "Magnum/GL/Version.h" |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/Math/Matrix3.h" |
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#include "Magnum/Math/Matrix4.h" |
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#include "Magnum/Math/FunctionsBatch.h" |
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#include "Magnum/MeshTools/Duplicate.h" |
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#include "Magnum/Shaders/DistanceFieldVectorGL.h" |
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#include "Magnum/Shaders/FlatGL.h" |
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#include "Magnum/Shaders/MeshVisualizerGL.h" |
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#include "Magnum/Shaders/PhongGL.h" |
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#include "Magnum/Shaders/VectorGL.h" |
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#include "Magnum/Shaders/VertexColorGL.h" |
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#include "Magnum/Trade/LightData.h" |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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#include "Magnum/GL/TextureArray.h" |
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#include "Magnum/Shaders/DistanceFieldVector.h" |
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#include "Magnum/Shaders/Flat.h" |
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#include "Magnum/Shaders/Generic.h" |
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#include "Magnum/Shaders/MeshVisualizer.h" |
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#include "Magnum/Shaders/Phong.h" |
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#include "Magnum/Shaders/Vector.h" |
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#endif |
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#define DOXYGEN_ELLIPSIS(...) __VA_ARGS__ |
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using namespace Magnum; |
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using namespace Magnum::Math::Literals; |
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|
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int main() { |
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|
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/* internal compiler error: in gimplify_init_constructor, at gimplify.c:4271 |
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on GCC 4.8 in the [60] array */ |
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
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{ |
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/* [shaders-setup] */ |
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struct Vertex { |
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Vector3 position; |
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Vector3 normal; |
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Vector2 textureCoordinates; |
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}; |
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Vertex data[60]{ |
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// ... |
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}; |
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GL::Buffer vertices; |
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vertices.setData(data, GL::BufferUsage::StaticDraw); |
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GL::Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::PhongGL::Position{}, |
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Shaders::PhongGL::Normal{}, |
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Shaders::PhongGL::TextureCoordinates{}) |
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//... |
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; |
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/* [shaders-setup] */ |
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} |
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#endif |
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{ |
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GL::Mesh mesh; |
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/* [shaders-classic] */ |
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Matrix4 transformationMatrix{DOXYGEN_ELLIPSIS()}, projectionMatrix{DOXYGEN_ELLIPSIS()}; |
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Shaders::PhongGL shader; |
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shader |
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.setTransformationMatrix(transformationMatrix) |
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.setProjectionMatrix(projectionMatrix) |
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.setNormalMatrix(transformationMatrix.normalMatrix()) |
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.setDiffuseColor(0x2f83cc_rgbf) |
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.setLightColors({0xe9ecae_rgbf}) |
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.draw(mesh); |
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/* [shaders-classic] */ |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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{ |
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GL::Mesh mesh; |
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Matrix4 transformationMatrix, projectionMatrix; |
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/* [shaders-ubo] */ |
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GL::Buffer projectionUniform, lightUniform, materialUniform, |
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transformationUniform, drawUniform; |
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projectionUniform.setData({ |
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Shaders::ProjectionUniform3D{} |
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.setProjectionMatrix(projectionMatrix) |
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}); |
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lightUniform.setData({ |
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Shaders::PhongLightUniform{} |
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.setColor(0xe9ecae_rgbf) |
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}); |
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materialUniform.setData({ |
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Shaders::PhongMaterialUniform{} |
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.setDiffuseColor(0x2f83cc_rgbf) |
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}); |
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transformationUniform.setData({ |
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Shaders::TransformationUniform3D{} |
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.setTransformationMatrix(transformationMatrix) |
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}); |
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drawUniform.setData({ |
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Shaders::PhongDrawUniform{} |
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.setNormalMatrix(transformationMatrix.normalMatrix()) |
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}); |
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Shaders::PhongGL shader{Shaders::PhongGL::Flag::UniformBuffers}; |
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shader |
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.bindProjectionBuffer(projectionUniform) |
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.bindLightBuffer(lightUniform) |
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.bindMaterialBuffer(materialUniform) |
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.bindTransformationBuffer(transformationUniform) |
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.bindDrawBuffer(drawUniform) |
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.draw(mesh); |
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/* [shaders-ubo] */ |
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} |
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{ |
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GL::Buffer projectionUniform, transformationUniform, drawUniform, lightUniform, |
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materialUniform; |
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/* [shaders-multi] */ |
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GL::Mesh redCone{DOXYGEN_ELLIPSIS()}, yellowCube{DOXYGEN_ELLIPSIS()}, redSphere{DOXYGEN_ELLIPSIS()}; |
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Matrix4 redConeTransformation{DOXYGEN_ELLIPSIS()}, |
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yellowCubeTransformation{DOXYGEN_ELLIPSIS()}, |
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redSphereTransformation{DOXYGEN_ELLIPSIS()}; |
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materialUniform.setData({ |
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Shaders::PhongMaterialUniform{} |
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.setDiffuseColor(0xcd3431_rgbf), |
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Shaders::PhongMaterialUniform{} |
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.setDiffuseColor(0xc7cf2f_rgbf), |
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}); |
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transformationUniform.setData({ |
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Shaders::TransformationUniform3D{} |
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.setTransformationMatrix(redConeTransformation), |
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Shaders::TransformationUniform3D{} |
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.setTransformationMatrix(yellowCubeTransformation), |
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Shaders::TransformationUniform3D{} |
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.setTransformationMatrix(redSphereTransformation), |
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}); |
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drawUniform.setData({ |
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Shaders::PhongDrawUniform{} |
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.setNormalMatrix(redConeTransformation.normalMatrix()) |
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.setMaterialId(0), |
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Shaders::PhongDrawUniform{} |
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.setNormalMatrix(yellowCubeTransformation.normalMatrix()) |
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.setMaterialId(1), |
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Shaders::PhongDrawUniform{} |
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.setNormalMatrix(redSphereTransformation.normalMatrix()) |
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.setMaterialId(0), |
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}); |
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/* One light, two materials, three draws */ |
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Shaders::PhongGL shader{Shaders::PhongGL::Flag::UniformBuffers, 1, 2, 3}; |
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shader |
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.bindProjectionBuffer(projectionUniform) |
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.bindTransformationBuffer(transformationUniform) |
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.bindDrawBuffer(drawUniform) |
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.bindLightBuffer(lightUniform) |
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.bindMaterialBuffer(materialUniform) |
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.setDrawOffset(0) |
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.draw(redCone) |
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.setDrawOffset(1) |
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.draw(yellowCube) |
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.setDrawOffset(2) |
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.draw(redSphere); |
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/* [shaders-multi] */ |
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} |
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{ |
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GL::Mesh mesh; |
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/* [shaders-multidraw] */ |
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GL::MeshView redConeView{DOXYGEN_ELLIPSIS(mesh)}, yellowCubeView{DOXYGEN_ELLIPSIS(mesh)}, redSphereView{DOXYGEN_ELLIPSIS(mesh)}; |
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DOXYGEN_ELLIPSIS() |
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/* One light, two materials, three draws; with multidraw enabled */ |
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Shaders::PhongGL shader{Shaders::PhongGL::Flag::MultiDraw, 1, 2, 3}; |
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shader |
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DOXYGEN_ELLIPSIS() |
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.draw({redConeView, yellowCubeView, redSphereView}); |
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/* [shaders-multidraw] */ |
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} |
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#endif |
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{ |
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Matrix4 projectionMatrix; |
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/* [shaders-instancing] */ |
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Matrix4 redSphereTransformation{DOXYGEN_ELLIPSIS()}, |
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yellowSphereTransformation{DOXYGEN_ELLIPSIS()}, |
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greenSphereTransformation{DOXYGEN_ELLIPSIS()}; |
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struct { |
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Matrix4 transformationMatrix; |
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Matrix3x3 normalMatrix; |
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Color3 color; |
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} instanceData[]{ |
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{redSphereTransformation, |
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redSphereTransformation.normalMatrix(), |
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0xcd3431_rgbf}, |
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{yellowSphereTransformation, |
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yellowSphereTransformation.normalMatrix(), |
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0xc7cf2f_rgbf}, |
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{greenSphereTransformation, |
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greenSphereTransformation.normalMatrix(), |
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0x3bd267_rgbf}, |
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}; |
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GL::Mesh sphereInstanced{DOXYGEN_ELLIPSIS()}; |
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sphereInstanced.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0, |
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Shaders::PhongGL::TransformationMatrix{}, |
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Shaders::PhongGL::NormalMatrix{}, |
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Shaders::PhongGL::Color3{}); |
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sphereInstanced.setInstanceCount(3); |
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Shaders::PhongGL shader{Shaders::PhongGL::Flag::InstancedTransformation| |
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Shaders::PhongGL::Flag::VertexColor}; |
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shader |
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.setProjectionMatrix(projectionMatrix) |
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DOXYGEN_ELLIPSIS() |
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.draw(sphereInstanced); |
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/* [shaders-instancing] */ |
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} |
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{ |
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GL::Mesh mesh; |
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/* [shaders-textures] */ |
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GL::Texture2D diffuseTexture; |
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DOXYGEN_ELLIPSIS() |
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Shaders::PhongGL shader{Shaders::PhongGL::Flag::DiffuseTexture}; |
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shader.bindDiffuseTexture(diffuseTexture) |
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DOXYGEN_ELLIPSIS() |
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.draw(mesh); |
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/* [shaders-textures] */ |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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{ |
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GL::Mesh mesh; |
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GL::MeshView redConeView{DOXYGEN_ELLIPSIS(mesh)}, yellowCubeView{DOXYGEN_ELLIPSIS(mesh)}, redSphereView{DOXYGEN_ELLIPSIS(mesh)}; |
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/* [shaders-texture-arrays] */ |
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ImageView2D coneDiffuse{DOXYGEN_ELLIPSIS({}, {})}, cubeDiffuse{DOXYGEN_ELLIPSIS({}, {})}, sphereDiffuse{DOXYGEN_ELLIPSIS({}, {})}; |
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GL::Texture2DArray diffuseTexture; |
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diffuseTexture |
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DOXYGEN_ELLIPSIS() |
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/* Assuming all iamges have the same format and size */ |
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.setStorage(1, GL::textureFormat(coneDiffuse.format()), |
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{coneDiffuse.size(), 3}) |
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.setSubImage(0, {}, coneDiffuse) |
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.setSubImage(1, {}, cubeDiffuse) |
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.setSubImage(2, {}, sphereDiffuse); |
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GL::Buffer textureTransformationUniform; |
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textureTransformationUniform.setData({ |
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Shaders::TextureTransformationUniform{} |
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.setLayer(0), |
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Shaders::TextureTransformationUniform{} |
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.setLayer(1), |
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Shaders::TextureTransformationUniform{} |
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.setLayer(2), |
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}); |
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Shaders::PhongGL shader{ |
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Shaders::PhongGL::Flag::MultiDraw| |
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Shaders::PhongGL::Flag::DiffuseTexture| |
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Shaders::PhongGL::Flag::TextureArrays, |
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1, 2, 3}; |
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shader |
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DOXYGEN_ELLIPSIS() |
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.bindDiffuseTexture(diffuseTexture) |
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.bindTextureTransformationBuffer(textureTransformationUniform) |
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.draw({redConeView, yellowCubeView, redSphereView}); |
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/* [shaders-texture-arrays] */ |
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} |
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#endif |
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|
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{ |
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GL::Buffer vertices; |
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GL::Mesh mesh; |
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/* [shaders-generic] */ |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::GenericGL3D::Position{}, |
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Shaders::GenericGL3D::Normal{}, |
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Shaders::GenericGL3D::TextureCoordinates{}); |
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/* [shaders-generic] */ |
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} |
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|
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{ |
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GL::Mesh mesh; |
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Matrix4 transformationMatrix, projectionMatrix; |
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/* [shaders-meshvisualizer] */ |
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Shaders::MeshVisualizerGL3D shader{Shaders::MeshVisualizerGL3D::Flag::Wireframe}; |
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shader |
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.setColor(0x2f83cc_rgbf) |
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.setWireframeColor(0xdcdcdc_rgbf) |
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.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()}) |
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.setTransformationMatrix(transformationMatrix) |
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.setProjectionMatrix(projectionMatrix) |
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.draw(mesh); |
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/* [shaders-meshvisualizer] */ |
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} |
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|
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/* internal compiler error: in gimplify_init_constructor, at gimplify.c:4271 |
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on GCC 4.8 in the [60] array */ |
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
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{ |
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/* [DistanceFieldVectorGL-usage1] */ |
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struct Vertex { |
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Vector2 position; |
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Vector2 textureCoordinates; |
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}; |
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Vertex data[60]{ |
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// ... |
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}; |
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|
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GL::Buffer vertices; |
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vertices.setData(data, GL::BufferUsage::StaticDraw); |
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|
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GL::Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::DistanceFieldVectorGL2D::Position{}, |
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Shaders::DistanceFieldVectorGL2D::TextureCoordinates{}) |
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// ... |
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; |
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/* [DistanceFieldVectorGL-usage1] */ |
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} |
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|
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{ |
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GL::Mesh mesh; |
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/* [DistanceFieldVectorGL-usage2] */ |
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Matrix3 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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|
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Shaders::DistanceFieldVectorGL2D shader; |
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shader.setColor(0x2f83cc_rgbf) |
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.setOutlineColor(0xdcdcdc_rgbf) |
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.setOutlineRange(0.6f, 0.4f) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.bindVectorTexture(texture) |
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.draw(mesh); |
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/* [DistanceFieldVectorGL-usage2] */ |
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} |
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#endif |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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{ |
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GL::Mesh mesh; |
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Matrix3 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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/* [DistanceFieldVectorGL-ubo] */ |
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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Shaders::TransformationProjectionUniform2D{} |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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materialUniform.setData({ |
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Shaders::DistanceFieldVectorMaterialUniform{} |
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.setColor(0x2f83cc_rgbf) |
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.setOutlineColor(0xdcdcdc_rgbf) |
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.setOutlineRange(0.6f, 0.4f) |
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}); |
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drawUniform.setData({ |
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Shaders::DistanceFieldVectorDrawUniform{} |
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.setMaterialId(0) |
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}); |
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|
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Shaders::DistanceFieldVectorGL2D shader{ |
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Shaders::DistanceFieldVectorGL2D::Flag::UniformBuffers |
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}; |
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shader |
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.bindTransformationProjectionBuffer(projectionTransformationUniform) |
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.bindMaterialBuffer(materialUniform) |
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.bindDrawBuffer(drawUniform) |
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.bindVectorTexture(texture) |
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.draw(mesh); |
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/* [DistanceFieldVectorGL-ubo] */ |
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} |
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#endif |
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|
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/* internal compiler error: in gimplify_init_constructor, at gimplify.c:4271 |
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on GCC 4.8 in the [60] array */ |
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
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{ |
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/* [FlatGL-usage-colored1] */ |
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struct Vertex { |
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Vector3 position; |
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}; |
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Vertex data[60]{ |
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//... |
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}; |
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|
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GL::Buffer vertices; |
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vertices.setData(data, GL::BufferUsage::StaticDraw); |
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|
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GL::Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, Shaders::FlatGL3D::Position{}) |
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// ... |
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; |
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/* [FlatGL-usage-colored1] */ |
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|
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/* [FlatGL-usage-colored2] */ |
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f)); |
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Matrix4 projectionMatrix = |
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Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f); |
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|
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Shaders::FlatGL3D shader; |
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shader.setColor(0x2f83cc_rgbf) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.draw(mesh); |
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/* [FlatGL-usage-colored2] */ |
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} |
|
|
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{ |
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/* [FlatGL-usage-textured1] */ |
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struct Vertex { |
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Vector3 position; |
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Vector2 textureCoordinates; |
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}; |
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Vertex data[60]{ |
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// ... |
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}; |
|
|
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GL::Buffer vertices; |
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vertices.setData(data, GL::BufferUsage::StaticDraw); |
|
|
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GL::Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::FlatGL3D::Position{}, |
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Shaders::FlatGL3D::TextureCoordinates{}) |
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// ... |
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; |
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/* [FlatGL-usage-textured1] */ |
|
|
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/* [FlatGL-usage-textured2] */ |
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Matrix4 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
|
|
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Shaders::FlatGL3D shader{Shaders::FlatGL3D::Flag::Textured}; |
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shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.bindTexture(texture) |
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.draw(mesh); |
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/* [FlatGL-usage-textured2] */ |
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} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
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{ |
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GL::Framebuffer framebuffer{{}}; |
|
GL::Mesh mesh; |
|
Vector2i size; |
|
UnsignedInt meshId{}; |
|
/* [FlatGL-usage-object-id] */ |
|
GL::Renderbuffer color, objectId; |
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color.setStorage(GL::RenderbufferFormat::RGBA8, size); |
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objectId.setStorage(GL::RenderbufferFormat::R16UI, size); // large as needed |
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framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, color) |
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.attachRenderbuffer(GL::Framebuffer::ColorAttachment{1}, objectId); |
|
|
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Shaders::FlatGL3D shader{Shaders::FlatGL3D::Flag::ObjectId}; |
|
|
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// ... |
|
|
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framebuffer.mapForDraw({ |
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{Shaders::FlatGL3D::ColorOutput, GL::Framebuffer::ColorAttachment{0}}, |
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{Shaders::FlatGL3D::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}}}) |
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.clearColor(0, 0x1f1f1f_rgbf) |
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.clearColor(1, Vector4ui{0}) |
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.bind(); |
|
|
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shader.setObjectId(meshId) |
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.draw(mesh); |
|
/* [FlatGL-usage-object-id] */ |
|
|
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/* [shaders-generic-object-id] */ |
|
framebuffer.mapForDraw({ |
|
{Shaders::GenericGL3D::ColorOutput, GL::Framebuffer::ColorAttachment{0}}, |
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{Shaders::GenericGL3D::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}}}); |
|
/* [shaders-generic-object-id] */ |
|
} |
|
#endif |
|
|
|
{ |
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GL::Mesh mesh; |
|
/* [FlatGL-usage-instancing] */ |
|
struct { |
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Matrix4 transformation; |
|
Color3 color; |
|
} instanceData[] { |
|
{Matrix4::translation({1.0f, 2.0f, 0.0f}), 0xff3333_rgbf}, |
|
{Matrix4::translation({2.0f, 1.0f, 0.0f}), 0x33ff33_rgbf}, |
|
{Matrix4::translation({3.0f, 0.0f, 1.0f}), 0x3333ff_rgbf}, |
|
// ... |
|
}; |
|
|
|
mesh.setInstanceCount(Containers::arraySize(instanceData)) |
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.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0, |
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Shaders::FlatGL3D::TransformationMatrix{}, |
|
Shaders::FlatGL3D::Color3{}); |
|
/* [FlatGL-usage-instancing] */ |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
{ |
|
GL::Mesh mesh; |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
/* [FlatGL-ubo] */ |
|
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
|
projectionTransformationUniform.setData({ |
|
Shaders::TransformationProjectionUniform3D{} |
|
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
|
}); |
|
materialUniform.setData({ |
|
Shaders::FlatMaterialUniform{} |
|
.setColor(0x2f83cc_rgbf) |
|
}); |
|
drawUniform.setData({ |
|
Shaders::FlatDrawUniform{} |
|
.setMaterialId(0) |
|
}); |
|
|
|
Shaders::FlatGL3D shader{Shaders::FlatGL3D::Flag::UniformBuffers}; |
|
shader |
|
.bindTransformationProjectionBuffer(projectionTransformationUniform) |
|
.bindMaterialBuffer(materialUniform) |
|
.bindDrawBuffer(drawUniform) |
|
.draw(mesh); |
|
/* [FlatGL-ubo] */ |
|
} |
|
#endif |
|
|
|
{ |
|
struct: GL::AbstractShaderProgram { |
|
void foo() { |
|
/* [GenericGL-custom-bind] */ |
|
bindAttributeLocation(Shaders::GenericGL3D::Position::Location, "position"); |
|
bindAttributeLocation(Shaders::GenericGL3D::Normal::Location, "normal"); |
|
/* [GenericGL-custom-bind] */ |
|
} |
|
} shader; |
|
} |
|
|
|
{ |
|
GL::Shader vert{GL::Version::None, GL::Shader::Type::Vertex}; |
|
/* [GenericGL-custom-preprocessor] */ |
|
vert.addSource(Utility::formatString( |
|
"#define POSITION_ATTRIBUTE_LOCATION {}\n" |
|
"#define NORMAL_ATTRIBUTE_LOCATION {}\n", |
|
Shaders::GenericGL3D::Position::Location, |
|
Shaders::GenericGL3D::Normal::Location)) |
|
// … |
|
.addFile("MyShader.vert"); |
|
/* [GenericGL-custom-preprocessor] */ |
|
} |
|
|
|
{ |
|
GL::Mesh mesh; |
|
/* [PhongGL-usage-instancing] */ |
|
struct { |
|
Matrix4 transformation; |
|
Matrix3x3 normal; |
|
} instanceData[] { |
|
{Matrix4::translation({1.0f, 2.0f, 0.0f})*Matrix4::rotationX(90.0_degf), {}}, |
|
{Matrix4::translation({2.0f, 1.0f, 0.0f})*Matrix4::rotationY(90.0_degf), {}}, |
|
{Matrix4::translation({3.0f, 0.0f, 1.0f})*Matrix4::rotationZ(90.0_degf), {}}, |
|
// ... |
|
}; |
|
for(auto& instance: instanceData) |
|
instance.normal = instance.transformation.normalMatrix(); |
|
|
|
mesh.setInstanceCount(Containers::arraySize(instanceData)) |
|
.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0, |
|
Shaders::PhongGL::TransformationMatrix{}, |
|
Shaders::PhongGL::NormalMatrix{}); |
|
/* [PhongGL-usage-instancing] */ |
|
} |
|
|
|
{ |
|
GL::Mesh mesh; |
|
/* [MeshVisualizerGL2D-usage-instancing] */ |
|
Matrix3 instancedTransformations[] { |
|
Matrix3::translation({1.0f, 2.0f}), |
|
Matrix3::translation({2.0f, 1.0f}), |
|
Matrix3::translation({3.0f, 0.0f}), |
|
// ... |
|
}; |
|
|
|
mesh.setInstanceCount(Containers::arraySize(instancedTransformations)) |
|
.addVertexBufferInstanced(GL::Buffer{instancedTransformations}, 1, 0, |
|
Shaders::MeshVisualizerGL2D::TransformationMatrix{}); |
|
/* [MeshVisualizerGL2D-usage-instancing] */ |
|
} |
|
|
|
/* internal compiler error: in gimplify_init_constructor, at gimplify.c:4271 |
|
on GCC 4.8 in the [60] array */ |
|
#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
|
{ |
|
/* [MeshVisualizerGL3D-usage-geom1] */ |
|
struct Vertex { |
|
Vector3 position; |
|
}; |
|
Vertex data[60]{ |
|
// ... |
|
}; |
|
|
|
GL::Buffer vertices; |
|
vertices.setData(data, GL::BufferUsage::StaticDraw); |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizerGL3D::Position{}); |
|
/* [MeshVisualizerGL3D-usage-geom1] */ |
|
|
|
/* [MeshVisualizerGL3D-usage-geom2] */ |
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f)); |
|
Matrix4 projectionMatrix = |
|
Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f); |
|
|
|
Shaders::MeshVisualizerGL3D shader{Shaders::MeshVisualizerGL3D::Flag::Wireframe}; |
|
shader.setColor(0x2f83cc_rgbf) |
|
.setWireframeColor(0xdcdcdc_rgbf) |
|
.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()}) |
|
.setTransformationMatrix(transformationMatrix) |
|
.setProjectionMatrix(projectionMatrix) |
|
.draw(mesh); |
|
/* [MeshVisualizerGL3D-usage-geom2] */ |
|
|
|
/* [MeshVisualizerGL3D-usage-no-geom-old] */ |
|
Containers::Array<Float> vertexIndex{Containers::arraySize(data)}; |
|
std::iota(vertexIndex.begin(), vertexIndex.end(), 0.0f); |
|
|
|
GL::Buffer vertexIndices; |
|
vertexIndices.setData(vertexIndex, GL::BufferUsage::StaticDraw); |
|
|
|
mesh.addVertexBuffer(vertexIndices, 0, Shaders::MeshVisualizerGL3D::VertexIndex{}); |
|
/* [MeshVisualizerGL3D-usage-no-geom-old] */ |
|
} |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/* internal compiler error: in gimplify_init_constructor, at gimplify.c:4271 |
|
on GCC 4.8 in the [60] array */ |
|
#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
|
{ |
|
/* [MeshVisualizerGL3D-usage-tbn1] */ |
|
struct Vertex { |
|
Vector3 position; |
|
Vector4 tangent; |
|
Vector3 normal; |
|
}; |
|
Vertex data[60]{ |
|
// ... |
|
}; |
|
|
|
GL::Buffer vertices; |
|
vertices.setData(data); |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, |
|
Shaders::MeshVisualizerGL3D::Position{}, |
|
Shaders::MeshVisualizerGL3D::Tangent4{}, |
|
Shaders::MeshVisualizerGL3D::Normal{}); |
|
/* [MeshVisualizerGL3D-usage-tbn1] */ |
|
|
|
/* [MeshVisualizerGL3D-usage-tbn2] */ |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
|
|
Shaders::MeshVisualizerGL3D shader{ |
|
Shaders::MeshVisualizerGL3D::Flag::TangentDirection| |
|
Shaders::MeshVisualizerGL3D::Flag::BitangentFromTangentDirection| |
|
Shaders::MeshVisualizerGL3D::Flag::NormalDirection}; |
|
shader.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()}) |
|
.setTransformationMatrix(transformationMatrix) |
|
.setProjectionMatrix(projectionMatrix) |
|
.setNormalMatrix(transformationMatrix.normalMatrix()) |
|
.setLineLength(0.3f) |
|
.draw(mesh); |
|
/* [MeshVisualizerGL3D-usage-tbn2] */ |
|
} |
|
#endif |
|
#endif |
|
|
|
{ |
|
/* [MeshVisualizerGL3D-usage-no-geom1] */ |
|
Containers::StridedArrayView1D<const UnsignedInt> indices; |
|
Containers::StridedArrayView1D<const Vector3> indexedPositions; |
|
|
|
/* De-indexing the position array */ |
|
GL::Buffer vertices{MeshTools::duplicate(indices, indexedPositions)}; |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizerGL3D::Position{}); |
|
/* [MeshVisualizerGL3D-usage-no-geom1] */ |
|
} |
|
|
|
{ |
|
GL::Mesh mesh; |
|
/* [MeshVisualizerGL3D-usage-no-geom2] */ |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
|
|
Shaders::MeshVisualizerGL3D shader{ |
|
Shaders::MeshVisualizerGL3D::Flag::Wireframe| |
|
Shaders::MeshVisualizerGL3D::Flag::NoGeometryShader}; |
|
shader.setColor(0x2f83cc_rgbf) |
|
.setWireframeColor(0xdcdcdc_rgbf) |
|
.setTransformationMatrix(transformationMatrix) |
|
.setProjectionMatrix(projectionMatrix) |
|
.draw(mesh); |
|
/* [MeshVisualizerGL3D-usage-no-geom2] */ |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
{ |
|
GL::Mesh mesh; |
|
Containers::ArrayView<UnsignedInt> objectIds; |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
/* [MeshVisualizerGL3D-usage-object-id] */ |
|
const auto map = DebugTools::ColorMap::turbo(); |
|
const Vector2i size{Int(map.size()), 1}; |
|
|
|
GL::Texture2D colorMapTexture; |
|
colorMapTexture |
|
.setMinificationFilter(SamplerFilter::Linear) |
|
.setMagnificationFilter(SamplerFilter::Linear) |
|
.setWrapping(SamplerWrapping::ClampToEdge) |
|
.setStorage(1, GL::TextureFormat::RGBA8, size) |
|
.setSubImage(0, {}, ImageView2D{PixelFormat::RGB8Srgb, size, map}); |
|
|
|
Shaders::MeshVisualizerGL3D shader{ |
|
Shaders::MeshVisualizerGL3D::Flag::InstancedObjectId}; |
|
shader.setColorMapTransformation(0.0f, 1.0f/Math::max(objectIds)) |
|
.setTransformationMatrix(transformationMatrix) |
|
.setProjectionMatrix(projectionMatrix) |
|
.bindColorMapTexture(colorMapTexture) |
|
.draw(mesh); |
|
/* [MeshVisualizerGL3D-usage-object-id] */ |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
{ |
|
GL::Mesh mesh; |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
GL::Texture2D texture; |
|
/* [MeshVisualizerGL3D-ubo] */ |
|
GL::Buffer projectionUniform, materialUniform, transformationUniform, |
|
drawUniform; |
|
projectionUniform.setData({ |
|
Shaders::ProjectionUniform3D{} |
|
.setProjectionMatrix(projectionMatrix) |
|
}); |
|
materialUniform.setData({ |
|
Shaders::MeshVisualizerMaterialUniform{} |
|
.setColor(0x2f83cc_rgbf) |
|
.setWireframeColor(0xdcdcdc_rgbf) |
|
}); |
|
transformationUniform.setData({ |
|
Shaders::TransformationUniform3D{} |
|
.setTransformationMatrix(transformationMatrix) |
|
}); |
|
drawUniform.setData({ |
|
Shaders::MeshVisualizerDrawUniform3D{} |
|
.setMaterialId(0) |
|
}); |
|
|
|
Shaders::MeshVisualizerGL3D shader{ |
|
Shaders::MeshVisualizerGL3D::Flag::Wireframe| |
|
Shaders::MeshVisualizerGL3D::Flag::UniformBuffers |
|
}; |
|
shader |
|
.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()}) |
|
.bindProjectionBuffer(projectionUniform) |
|
.bindMaterialBuffer(materialUniform) |
|
.bindTransformationBuffer(transformationUniform) |
|
.bindDrawBuffer(drawUniform) |
|
.draw(mesh); |
|
/* [MeshVisualizerGL3D-ubo] */ |
|
} |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
{ |
|
GL::Mesh mesh; |
|
/* [MeshVisualizerGL3D-usage-instancing] */ |
|
struct { |
|
Matrix4 transformation; |
|
Matrix3x3 normal; |
|
} instanceData[] { |
|
{Matrix4::translation({1.0f, 2.0f, 0.0f}), {}}, |
|
{Matrix4::translation({2.0f, 1.0f, 0.0f}), {}}, |
|
{Matrix4::translation({3.0f, 0.0f, 1.0f}), {}}, |
|
// ... |
|
}; |
|
for(auto& instance: instanceData) |
|
instance.normal = instance.transformation.normalMatrix(); |
|
|
|
mesh.setInstanceCount(Containers::arraySize(instanceData)) |
|
.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0, |
|
Shaders::MeshVisualizerGL3D::TransformationMatrix{}, |
|
Shaders::MeshVisualizerGL3D::NormalMatrix{}); |
|
/* [MeshVisualizerGL3D-usage-instancing] */ |
|
} |
|
#endif |
|
|
|
#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
|
{ |
|
/* [PhongGL-usage-colored1] */ |
|
struct Vertex { |
|
Vector3 position; |
|
Vector3 normal; |
|
}; |
|
Vertex data[60]{ |
|
// ... |
|
}; |
|
|
|
GL::Buffer vertices; |
|
vertices.setData(data, GL::BufferUsage::StaticDraw); |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, |
|
Shaders::PhongGL::Position{}, |
|
Shaders::PhongGL::Normal{}); |
|
/* [PhongGL-usage-colored1] */ |
|
|
|
/* [PhongGL-usage-colored2] */ |
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f)); |
|
Matrix4 projectionMatrix = |
|
Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f); |
|
|
|
Shaders::PhongGL shader; |
|
shader.setDiffuseColor(0x2f83cc_rgbf) |
|
.setShininess(200.0f) |
|
.setTransformationMatrix(transformationMatrix) |
|
.setNormalMatrix(transformationMatrix.normalMatrix()) |
|
.setProjectionMatrix(projectionMatrix) |
|
.draw(mesh); |
|
/* [PhongGL-usage-colored2] */ |
|
} |
|
|
|
{ |
|
/* [PhongGL-usage-texture1] */ |
|
struct Vertex { |
|
Vector3 position; |
|
Vector3 normal; |
|
Vector2 textureCoordinates; |
|
}; |
|
Vertex data[60]{ |
|
// ... |
|
}; |
|
|
|
GL::Buffer vertices; |
|
vertices.setData(data, GL::BufferUsage::StaticDraw); |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, |
|
Shaders::PhongGL::Position{}, |
|
Shaders::PhongGL::Normal{}, |
|
Shaders::PhongGL::TextureCoordinates{}); |
|
/* [PhongGL-usage-texture1] */ |
|
|
|
/* [PhongGL-usage-texture2] */ |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
GL::Texture2D diffuseTexture, specularTexture; |
|
|
|
Shaders::PhongGL shader{Shaders::PhongGL::Flag::DiffuseTexture| |
|
Shaders::PhongGL::Flag::SpecularTexture}; |
|
shader.bindTextures(nullptr, &diffuseTexture, &specularTexture, nullptr) |
|
.setTransformationMatrix(transformationMatrix) |
|
.setNormalMatrix(transformationMatrix.normalMatrix()) |
|
.setProjectionMatrix(projectionMatrix) |
|
.draw(mesh); |
|
/* [PhongGL-usage-texture2] */ |
|
} |
|
#endif |
|
|
|
{ |
|
/* [PhongGL-usage-lights] */ |
|
Matrix4 directionalLight, pointLight1, pointLight2; // camera-relative |
|
|
|
Shaders::PhongGL shader{{}, 3}; // 3 lights |
|
shader |
|
.setLightPositions({Vector4{directionalLight.up(), 0.0f}, |
|
Vector4{pointLight1.translation(), 1.0f}, |
|
Vector4{pointLight2.translation(), 1.0f}}) |
|
.setLightColors({0xf0f0ff_srgbf*0.1f, |
|
0xff8080_srgbf*10.0f, |
|
0x80ff80_srgbf*10.0f}) |
|
.setLightColors(DOXYGEN_ELLIPSIS({0xf0f0ff_srgbf})) |
|
.setLightRanges({Constants::inf(), |
|
2.0f, |
|
2.0f}); |
|
/* [PhongGL-usage-lights] */ |
|
} |
|
|
|
{ |
|
Color3 ambientColor; |
|
GL::Texture2D diffuseTexture; |
|
/* [PhongGL-usage-lights-ambient] */ |
|
Trade::LightData ambientLight = DOXYGEN_ELLIPSIS(Trade::LightData{{}, {}, {}}); |
|
|
|
Shaders::PhongGL shader{Shaders::PhongGL::Flag::AmbientTexture|DOXYGEN_ELLIPSIS(Shaders::PhongGL::Flag::DiffuseTexture), DOXYGEN_ELLIPSIS(3)}; |
|
shader |
|
.setAmbientColor(ambientColor + ambientLight.color()*ambientLight.intensity()) |
|
.bindAmbientTexture(diffuseTexture) |
|
.bindDiffuseTexture(diffuseTexture); |
|
/* [PhongGL-usage-lights-ambient] */ |
|
} |
|
|
|
{ |
|
GL::Texture2D diffuseAlphaTexture; |
|
Color3 diffuseRgb, specularRgb; |
|
/* [PhongGL-usage-alpha] */ |
|
Shaders::PhongGL shader{Shaders::PhongGL::Flag::AmbientTexture| |
|
Shaders::PhongGL::Flag::DiffuseTexture}; |
|
shader.bindTextures(&diffuseAlphaTexture, &diffuseAlphaTexture, nullptr, nullptr) |
|
.setAmbientColor(0x000000ff_rgbaf) |
|
.setDiffuseColor(Color4{diffuseRgb, 0.0f}) |
|
.setSpecularColor(Color4{specularRgb, 0.0f}); |
|
/* [PhongGL-usage-alpha] */ |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
{ |
|
GL::Mesh mesh; |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
GL::Texture2D texture; |
|
/* [PhongGL-ubo] */ |
|
GL::Buffer projectionUniform, lightUniform, materialUniform, |
|
transformationUniform, drawUniform; |
|
projectionUniform.setData({ |
|
Shaders::ProjectionUniform3D{} |
|
.setProjectionMatrix(projectionMatrix) |
|
}); |
|
lightUniform.setData({ |
|
Shaders::PhongLightUniform{} |
|
}); |
|
materialUniform.setData({ |
|
Shaders::PhongMaterialUniform{} |
|
.setDiffuseColor(0x2f83cc_rgbf) |
|
.setShininess(200.0f) |
|
}); |
|
transformationUniform.setData({ |
|
Shaders::TransformationUniform3D{} |
|
.setTransformationMatrix(transformationMatrix) |
|
}); |
|
drawUniform.setData({ |
|
Shaders::PhongDrawUniform{} |
|
.setNormalMatrix(transformationMatrix.normalMatrix()) |
|
.setMaterialId(0) |
|
}); |
|
|
|
Shaders::PhongGL shader{Shaders::PhongGL::Flag::UniformBuffers}; |
|
shader |
|
.bindProjectionBuffer(projectionUniform) |
|
.bindLightBuffer(lightUniform) |
|
.bindMaterialBuffer(materialUniform) |
|
.bindTransformationBuffer(transformationUniform) |
|
.bindDrawBuffer(drawUniform) |
|
.draw(mesh); |
|
/* [PhongGL-ubo] */ |
|
} |
|
#endif |
|
|
|
#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
|
{ |
|
/* [VectorGL-usage1] */ |
|
struct Vertex { |
|
Vector2 position; |
|
Vector2 textureCoordinates; |
|
}; |
|
Vertex data[60]{ |
|
// ... |
|
}; |
|
|
|
GL::Buffer vertices; |
|
vertices.setData(data, GL::BufferUsage::StaticDraw); |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, |
|
Shaders::VectorGL2D::Position{}, |
|
Shaders::VectorGL2D::TextureCoordinates{}); |
|
/* [VectorGL-usage1] */ |
|
|
|
/* [VectorGL-usage2] */ |
|
Matrix3 transformationMatrix, projectionMatrix; |
|
GL::Texture2D texture; |
|
|
|
Shaders::VectorGL2D shader; |
|
shader.setColor(0x2f83cc_rgbf) |
|
.bindVectorTexture(texture) |
|
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
|
.draw(mesh); |
|
/* [VectorGL-usage2] */ |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
{ |
|
GL::Mesh mesh; |
|
Matrix3 transformationMatrix, projectionMatrix; |
|
GL::Texture2D texture; |
|
/* [VectorGL-ubo] */ |
|
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
|
projectionTransformationUniform.setData({ |
|
Shaders::TransformationProjectionUniform2D{} |
|
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
|
}); |
|
materialUniform.setData({ |
|
Shaders::VectorMaterialUniform{} |
|
.setColor(0x2f83cc_rgbf) |
|
}); |
|
drawUniform.setData({ |
|
Shaders::VectorDrawUniform{} |
|
.setMaterialId(0) |
|
}); |
|
|
|
Shaders::VectorGL2D shader{Shaders::VectorGL2D::Flag::UniformBuffers}; |
|
shader |
|
.bindTransformationProjectionBuffer(projectionTransformationUniform) |
|
.bindMaterialBuffer(materialUniform) |
|
.bindDrawBuffer(drawUniform) |
|
.bindVectorTexture(texture) |
|
.draw(mesh); |
|
/* [VectorGL-ubo] */ |
|
} |
|
#endif |
|
|
|
#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
|
{ |
|
/* [VertexColorGL-usage1] */ |
|
struct Vertex { |
|
Vector3 position; |
|
Color3 color; |
|
}; |
|
Vertex data[60]{ |
|
// ... |
|
}; |
|
|
|
GL::Buffer vertices; |
|
vertices.setData(data, GL::BufferUsage::StaticDraw); |
|
|
|
GL::Mesh mesh; |
|
mesh.addVertexBuffer(vertices, 0, |
|
Shaders::VertexColorGL3D::Position{}, |
|
Shaders::VertexColorGL3D::Color3{}); |
|
/* [VertexColorGL-usage1] */ |
|
|
|
/* [VertexColorGL-usage2] */ |
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f)); |
|
Matrix4 projectionMatrix = |
|
Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f); |
|
|
|
Shaders::VertexColorGL3D shader; |
|
shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
|
.draw(mesh); |
|
/* [VertexColorGL-usage2] */ |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
{ |
|
GL::Mesh mesh; |
|
Matrix4 transformationMatrix, projectionMatrix; |
|
/* [VertexColorGL-ubo] */ |
|
GL::Buffer projectionTransformationUniform; |
|
projectionTransformationUniform.setData({ |
|
Shaders::TransformationProjectionUniform3D{} |
|
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
|
}); |
|
|
|
Shaders::VertexColorGL3D shader{Shaders::VertexColorGL3D::Flag::UniformBuffers}; |
|
shader |
|
.bindTransformationProjectionBuffer(projectionTransformationUniform) |
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.draw(mesh); |
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/* [VertexColorGL-ubo] */ |
|
} |
|
#endif |
|
|
|
}
|
|
|