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.
177 lines
6.6 KiB
177 lines
6.6 KiB
#ifndef Magnum_Shaders_DistanceFieldVector_h |
|
#define Magnum_Shaders_DistanceFieldVector_h |
|
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
|
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. |
|
*/ |
|
|
|
/** @file |
|
* @brief Class @ref Magnum::Shaders::DistanceFieldVector, typedef @ref Magnum::Shaders::DistanceFieldVector2D, @ref Magnum::Shaders::DistanceFieldVector3D |
|
*/ |
|
|
|
#include "Magnum/DimensionTraits.h" |
|
#include "Magnum/Math/Color.h" |
|
#include "Magnum/Math/Matrix3.h" |
|
#include "Magnum/Math/Matrix4.h" |
|
#include "Magnum/Shaders/AbstractVector.h" |
|
#include "Magnum/Shaders/visibility.h" |
|
|
|
namespace Magnum { namespace Shaders { |
|
|
|
/** |
|
@brief Distance field vector shader |
|
|
|
Renders vector graphics in form of signed distance field. See |
|
@ref TextureTools::distanceField() for more information. Note that the final |
|
rendered outlook will greatly depend on radius of input distance field and |
|
value passed to @ref setSmoothness(). You need to provide @ref Position and |
|
@ref TextureCoordinates attributes in your triangle mesh and call at least |
|
@ref setTransformationProjectionMatrix(), @ref setColor() and |
|
@ref setVectorTexture(). |
|
|
|
@image html shaders-distancefieldvector.png |
|
|
|
@section Shaders-DistanceFieldVector-usage Example usage |
|
|
|
Common mesh setup: |
|
|
|
@snippet MagnumShaders.cpp DistanceFieldVector-usage1 |
|
|
|
Common rendering setup: |
|
|
|
@snippet MagnumShaders.cpp DistanceFieldVector-usage2 |
|
|
|
@see @ref shaders, @ref DistanceFieldVector2D, @ref DistanceFieldVector3D |
|
@todo Use fragment shader derivations to have proper smoothness in perspective/ |
|
large zoom levels, make it optional as it might have negative performance |
|
impact |
|
*/ |
|
template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> { |
|
public: |
|
explicit DistanceFieldVector(); |
|
|
|
/** |
|
* @brief Construct without creating the underlying OpenGL object |
|
* |
|
* The constructed instance is equivalent to moved-from state. Useful |
|
* in cases where you will overwrite the instance later anyway. Move |
|
* another object over it to make it useful. |
|
* |
|
* This function can be safely used for constructing (and later |
|
* destructing) objects even without any OpenGL context being active. |
|
*/ |
|
explicit DistanceFieldVector(NoCreateT) noexcept |
|
/** @todoc remove workaround when doxygen is sane */ |
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
: AbstractVector<dimensions>{NoCreate} |
|
#endif |
|
{} |
|
|
|
/** |
|
* @brief Set transformation and projection matrix |
|
* @return Reference to self (for method chaining) |
|
*/ |
|
DistanceFieldVector& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) { |
|
AbstractShaderProgram::setUniform(_transformationProjectionMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set fill color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* @see @ref setOutlineColor() |
|
*/ |
|
DistanceFieldVector& setColor(const Color4& color) { |
|
AbstractShaderProgram::setUniform(_colorUniform, color); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set outline color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* @see @ref setOutlineRange(), @ref setColor() |
|
*/ |
|
DistanceFieldVector& setOutlineColor(const Color4& color) { |
|
AbstractShaderProgram::setUniform(_outlineColorUniform, color); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set outline range |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Parameter @p start describes where fill ends and possible outline |
|
* starts. Initial value is @cpp 0.5f @ce, larger values will make the |
|
* vector art look thinner, smaller will make it look thicker. |
|
* |
|
* Parameter @p end describes where outline ends. If set to value |
|
* larger than @p start the outline is not drawn. Initial value is |
|
* @cpp 1.0f @ce. |
|
* |
|
* @see @ref setOutlineColor() |
|
*/ |
|
DistanceFieldVector& setOutlineRange(Float start, Float end) { |
|
AbstractShaderProgram::setUniform(_outlineRangeUniform, Vector2(start, end)); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set smoothness radius |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Larger values will make edges look less aliased (but blurry), |
|
* smaller values will make them look more crisp (but possibly |
|
* aliased). Initial value is @cpp 0.04f @ce. |
|
*/ |
|
DistanceFieldVector& setSmoothness(Float value) { |
|
AbstractShaderProgram::setUniform(_smoothnessUniform, value); |
|
return *this; |
|
} |
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
/* Overloads to remove WTF-factor from method chaining order */ |
|
DistanceFieldVector<dimensions>& setVectorTexture(Texture2D& texture) { |
|
AbstractVector<dimensions>::setVectorTexture(texture); |
|
return *this; |
|
} |
|
#endif |
|
|
|
private: |
|
Int _transformationProjectionMatrixUniform{0}, |
|
_colorUniform{1}, |
|
_outlineColorUniform{2}, |
|
_outlineRangeUniform{3}, |
|
_smoothnessUniform{4}; |
|
}; |
|
|
|
/** @brief Two-dimensional distance field vector shader */ |
|
typedef DistanceFieldVector<2> DistanceFieldVector2D; |
|
|
|
/** @brief Three-dimensional distance field vector shader */ |
|
typedef DistanceFieldVector<3> DistanceFieldVector3D; |
|
|
|
}} |
|
|
|
#endif
|
|
|