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114 lines
4.9 KiB
114 lines
4.9 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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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 "DistanceFieldVector.h" |
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#include <Corrade/Containers/Reference.h> |
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#include <Corrade/Utility/Resource.h> |
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#include "Magnum/GL/Context.h" |
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#include "Magnum/GL/Extensions.h" |
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#include "Magnum/GL/Shader.h" |
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" |
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namespace Magnum { namespace Shaders { |
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namespace { |
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template<UnsignedInt> constexpr const char* vertexShaderName(); |
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template<> constexpr const char* vertexShaderName<2>() { return "AbstractVector2D.vert"; } |
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template<> constexpr const char* vertexShaderName<3>() { return "AbstractVector3D.vert"; } |
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} |
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template<UnsignedInt dimensions> DistanceFieldVector<dimensions>::DistanceFieldVector() { |
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#ifdef MAGNUM_BUILD_STATIC |
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/* Import resources on static build, if not already */ |
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if(!Utility::Resource::hasGroup("MagnumShaders")) |
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importShaderResources(); |
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#endif |
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Utility::Resource rs("MagnumShaders"); |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); |
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#else |
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); |
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#endif |
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); |
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); |
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vert.addSource(rs.get("generic.glsl")) |
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.addSource(rs.get(vertexShaderName<dimensions>())); |
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frag.addSource(rs.get("DistanceFieldVector.frag")); |
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); |
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GL::AbstractShaderProgram::attachShaders({vert, frag}); |
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/* ES3 has this done in the shader directly */ |
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
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#ifndef MAGNUM_TARGET_GLES |
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
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#endif |
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{ |
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GL::AbstractShaderProgram::bindAttributeLocation(AbstractVector<dimensions>::Position::Location, "position"); |
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GL::AbstractShaderProgram::bindAttributeLocation(AbstractVector<dimensions>::TextureCoordinates::Location, "textureCoordinates"); |
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} |
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#endif |
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::AbstractShaderProgram::link()); |
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#ifndef MAGNUM_TARGET_GLES |
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version)) |
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#endif |
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{ |
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_transformationProjectionMatrixUniform = GL::AbstractShaderProgram::uniformLocation("transformationProjectionMatrix"); |
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_colorUniform = GL::AbstractShaderProgram::uniformLocation("color"); |
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_outlineColorUniform = GL::AbstractShaderProgram::uniformLocation("outlineColor"); |
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_outlineRangeUniform = GL::AbstractShaderProgram::uniformLocation("outlineRange"); |
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_smoothnessUniform = GL::AbstractShaderProgram::uniformLocation("smoothness"); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version)) |
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#endif |
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{ |
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GL::AbstractShaderProgram::setUniform(GL::AbstractShaderProgram::uniformLocation("vectorTexture"), |
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AbstractVector<dimensions>::VectorTextureLayer); |
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} |
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
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#ifdef MAGNUM_TARGET_GLES |
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setTransformationProjectionMatrix({}); |
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setColor(Color4{1.0f}); /* Outline color is zero by default */ |
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setOutlineRange(0.5f, 1.0f); |
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setSmoothness(0.04f); |
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#endif |
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} |
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template class DistanceFieldVector<2>; |
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template class DistanceFieldVector<3>; |
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}}
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