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524 lines
21 KiB
524 lines
21 KiB
#ifndef Magnum_Shaders_Flat_h |
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#define Magnum_Shaders_Flat_h |
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/* |
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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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/** @file |
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* @brief Class @ref Magnum::Shaders::Flat, typedef @ref Magnum::Shaders::Flat2D, @ref Magnum::Shaders::Flat3D |
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*/ |
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#include "Magnum/DimensionTraits.h" |
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#include "Magnum/GL/AbstractShaderProgram.h" |
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#include "Magnum/Shaders/Generic.h" |
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#include "Magnum/Shaders/visibility.h" |
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namespace Magnum { namespace Shaders { |
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namespace Implementation { |
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enum class FlatFlag: UnsignedByte { |
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Textured = 1 << 0, |
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AlphaMask = 1 << 1, |
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VertexColor = 1 << 2, |
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TextureTransformation = 1 << 3, |
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#ifndef MAGNUM_TARGET_GLES2 |
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ObjectId = 1 << 4, |
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InstancedObjectId = (1 << 5)|ObjectId, |
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#endif |
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InstancedTransformation = 1 << 6, |
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InstancedTextureOffset = (1 << 7)|TextureTransformation |
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}; |
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typedef Containers::EnumSet<FlatFlag> FlatFlags; |
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} |
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/** |
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@brief Flat shader |
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Draws the whole mesh with given color or texture. For a colored mesh you need |
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to provide the @ref Position attribute in your triangle mesh. By default, the |
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shader renders the mesh with a white color in an identity transformation. |
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Use @ref setTransformationProjectionMatrix(), @ref setColor() and others to |
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configure the shader. |
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@image html shaders-flat.png width=256px |
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@section Shaders-Flat-colored Colored rendering |
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Common mesh setup: |
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@snippet MagnumShaders.cpp Flat-usage-colored1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Flat-usage-colored2 |
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@section Shaders-Flat-textured Textured rendering |
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If you want to use a texture, you need to provide also the |
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@ref TextureCoordinates attribute. Pass @ref Flag::Textured to the constructor |
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and then at render time don't forget to bind also the texture via |
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@ref bindTexture(). The texture is multipled by the color, which is by default |
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set to @cpp 0xffffffff_rgbaf @ce. Common mesh setup: |
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@snippet MagnumShaders.cpp Flat-usage-textured1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Flat-usage-textured2 |
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For coloring the texture based on intensity you can use the @ref Vector shader. |
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The 3D version of this shader is equivalent to @ref Phong with zero lights, |
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however this implementation is much simpler and thus likely also faster. See |
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@ref Shaders-Phong-zero-lights "its documentation" for more information. |
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Conversely, enabling @ref Flag::VertexColor and using a default color with no |
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texturing makes this shader equivalent to @ref VertexColor. |
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@section Shaders-Flat-alpha Alpha blending and masking |
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Alpha / transparency is supported by the shader implicitly, but to have it |
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working on the framebuffer, you need to enable |
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@ref GL::Renderer::Feature::Blending and set up the blending function. See |
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@ref GL::Renderer::setBlendFunction() for details. |
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An alternative is to enable @ref Flag::AlphaMask and tune @ref setAlphaMask() |
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for simple binary alpha-masked drawing that doesn't require depth sorting or |
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blending enabled. Note that this feature is implemented using the GLSL |
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@glsl discard @ce operation which is known to have considerable performance |
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impact on some platforms. With proper depth sorting and blending you'll usually |
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get much better performance and output quality. |
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@section Shaders-Flat-object-id Object ID output |
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The shader supports writing object ID to the framebuffer for object picking or |
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other annotation purposes. Enable it using @ref Flag::ObjectId and set up an |
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integer buffer attached to the @ref ObjectIdOutput attachment. Note that for |
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portability you should use @ref GL::Framebuffer::clearColor() instead of |
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@ref GL::Framebuffer::clear() as the former usually emits GL errors when called |
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on framebuffers with integer attachments. |
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@snippet MagnumShaders.cpp Flat-usage-object-id |
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If you have a batch of meshes with different object IDs, enable |
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@ref Flag::InstancedObjectId and supply per-vertex IDs to the @ref ObjectId |
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attribute. The output will contain a sum of the per-vertex ID and ID coming |
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from @ref setObjectId(). |
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@requires_gles30 Object ID output requires integer buffer attachments, which |
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are not available in OpenGL ES 2.0 or WebGL 1.0. |
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@section Shaders-Flat-instancing Instanced rendering |
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Enabling @ref Flag::InstancedTransformation will turn the shader into an |
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instanced one. It'll take per-instance transformation from the |
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@ref TransformationMatrix attribute, applying it before the matrix set by |
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@ref setTransformationProjectionMatrix(). Besides that, @ref Flag::VertexColor |
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(and the @ref Color3 / @ref Color4) attributes can work as both per-vertex and |
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per-instance, and for texturing it's possible to have per-instance texture |
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offset taken from @ref TextureOffset when @ref Flag::InstancedTextureOffset is |
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enabled (similarly to transformation, applied before @ref setTextureMatrix()). |
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The snippet below shows adding a buffer with per-instance transformation and |
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color to a mesh: |
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@snippet MagnumShaders.cpp Flat-usage-instancing |
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@requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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@requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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@gl_extension{EXT,instanced_arrays} or @gl_extension{NV,instanced_arrays} |
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in OpenGL ES 2.0. |
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@requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} in WebGL |
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1.0. |
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@see @ref shaders, @ref Flat2D, @ref Flat3D |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public GL::AbstractShaderProgram { |
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public: |
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/** |
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* @brief Vertex position |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector2 "Vector2" in 2D, @ref Magnum::Vector3 "Vector3" |
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* in 3D. |
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*/ |
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typedef typename Generic<dimensions>::Position Position; |
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/** |
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* @brief 2D texture coordinates |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector2 "Vector2". Used only if @ref Flag::Textured is |
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* set. |
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*/ |
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typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates; |
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/** |
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* @brief Three-component vertex color |
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* @m_since{2019,10} |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use |
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* either this or the @ref Color4 attribute. Used only if |
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* @ref Flag::VertexColor is set. |
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*/ |
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typedef typename Generic<dimensions>::Color3 Color3; |
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/** |
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* @brief Four-component vertex color |
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* @m_since{2019,10} |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use |
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* either this or the @ref Color3 attribute. Used only if |
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* @ref Flag::VertexColor is set. |
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*/ |
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typedef typename Generic<dimensions>::Color4 Color4; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief (Instanced) object ID |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::UnsignedInt. |
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* Used only if @ref Flag::InstancedObjectId is set. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or WebGL |
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* 1.0. |
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*/ |
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typedef typename Generic<dimensions>::ObjectId ObjectId; |
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#endif |
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/** |
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* @brief (Instanced) transformation matrix |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Matrix3 in |
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* 2D, @ref Magnum::Matrix4 in 3D. Used only if |
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* @ref Flag::InstancedTransformation is set. |
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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* @gl_extension{EXT,instanced_arrays} or |
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
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* in WebGL 1.0. |
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*/ |
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typedef typename Generic<dimensions>::TransformationMatrix TransformationMatrix; |
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/** |
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* @brief (Instanced) texture offset |
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* @m_since_latest |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Vector2. Used |
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* only if @ref Flag::InstancedTextureOffset is set. |
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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* @gl_extension{EXT,instanced_arrays} or |
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
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* in WebGL 1.0. |
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*/ |
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typedef typename Generic<dimensions>::TextureOffset TextureOffset; |
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enum: UnsignedInt { |
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/** |
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* Color shader output. Present always, expects three- or |
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* four-component floating-point or normalized buffer attachment. |
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* @m_since{2019,10} |
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*/ |
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ColorOutput = Generic<dimensions>::ColorOutput, |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Object ID shader output. @ref shaders-generic "Generic output", |
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* present only if @ref Flag::ObjectId is set. Expects a |
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* single-component unsigned integral attachment. Writes the value |
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* set in @ref setObjectId() there, see |
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* @ref Shaders-Phong-object-id for more information. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or |
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* WebGL 1.0. |
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* @m_since{2019,10} |
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*/ |
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ObjectIdOutput = Generic<dimensions>::ObjectIdOutput |
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#endif |
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}; |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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/** |
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* @brief Flag |
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* |
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* @see @ref Flags, @ref flags() |
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*/ |
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enum class Flag: UnsignedByte { |
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/** |
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* Multiply color with a texture. |
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* @see @ref setColor(), @ref bindTexture() |
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*/ |
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Textured = 1 << 0, |
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/** |
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* Enable alpha masking. If the combined fragment color has an |
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* alpha less than the value specified with @ref setAlphaMask(), |
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* given fragment is discarded. |
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* |
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* This uses the @glsl discard @ce operation which is known to have |
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* considerable performance impact on some platforms. While useful |
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* for cheap alpha masking that doesn't require depth sorting, |
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* with proper depth sorting and blending you'll usually get much |
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* better performance and output quality. |
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*/ |
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AlphaMask = 1 << 1, |
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/** |
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* Multiply diffuse color with a vertex color. Requires either |
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* the @ref Color3 or @ref Color4 attribute to be present. |
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* @m_since{2019,10} |
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*/ |
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VertexColor = 1 << 2, |
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/** |
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* Enable texture coordinate transformation. If this flag is set, |
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* the shader expects that @ref Flag::Textured is enabled as well. |
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* @see @ref setTextureMatrix() |
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* @m_since_latest |
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*/ |
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TextureTransformation = 1 << 3, |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Enable object ID output. See @ref Shaders-Flat-object-id for |
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* more information. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or |
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* WebGL 1.0. |
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* @m_since{2019,10} |
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*/ |
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ObjectId = 1 << 4, |
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/** |
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* Instanced object ID. Retrieves a per-instance / per-vertex |
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* object ID from the @ref ObjectId attribute, outputting a sum of |
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* the per-vertex ID and ID coming from @ref setObjectId(). |
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* Implicitly enables @ref Flag::ObjectId. See |
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* @ref Shaders-Flat-object-id for more information. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or |
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* WebGL 1.0. |
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* @m_since_latest |
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*/ |
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InstancedObjectId = (1 << 5)|ObjectId, |
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#endif |
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/** |
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* Instanced transformation. Retrieves a per-instance |
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* transformation matrix from the @ref TransformationMatrix |
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* attribute and uses it together with the matrix coming from |
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* @ref setTransformationProjectionMatrix() (first the |
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* per-instance, then the uniform matrix). See |
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* @ref Shaders-Flat-instancing for more information. |
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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* @gl_extension{EXT,instanced_arrays} or |
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
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* in WebGL 1.0. |
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* @m_since_latest |
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*/ |
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InstancedTransformation = 1 << 6, |
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/** |
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* Instanced texture offset. Retrieves a per-instance offset vector |
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* from the @ref TextureOffset attribute and uses it together with |
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* the matrix coming from @ref setTextureMatrix() (first the |
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* per-instance vector, then the uniform matrix). Instanced texture |
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* scaling and rotation is not supported at the moment, you can |
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* specify that only via the uniform @ref setTextureMatrix(). |
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* Implicitly enables @ref Flag::TextureTransformation. See |
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* @ref Shaders-Flat-instancing for more information. |
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* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
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* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
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* @gl_extension{EXT,instanced_arrays} or |
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* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
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* in WebGL 1.0. |
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* @m_since_latest |
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*/ |
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InstancedTextureOffset = (1 << 7)|TextureTransformation |
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}; |
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/** |
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* @brief Flags |
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* |
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* @see @ref flags() |
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*/ |
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typedef Containers::EnumSet<Flag> Flags; |
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#else |
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/* Done this way to be prepared for possible future diversion of 2D |
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and 3D flags (e.g. introducing 3D-specific features) */ |
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typedef Implementation::FlatFlag Flag; |
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typedef Implementation::FlatFlags Flags; |
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#endif |
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/** |
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* @brief Constructor |
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* @param flags Flags |
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*/ |
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explicit Flat(Flags flags = {}); |
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/** |
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* @brief Construct without creating the underlying OpenGL object |
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* |
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* The constructed instance is equivalent to a moved-from state. Useful |
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* in cases where you will overwrite the instance later anyway. Move |
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* another object over it to make it useful. |
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* |
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* This function can be safely used for constructing (and later |
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* destructing) objects even without any OpenGL context being active. |
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* However note that this is a low-level and a potentially dangerous |
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* API, see the documentation of @ref NoCreate for alternatives. |
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*/ |
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explicit Flat(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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Flat(const Flat<dimensions>&) = delete; |
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/** @brief Move constructor */ |
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Flat(Flat<dimensions>&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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Flat<dimensions>& operator=(const Flat<dimensions>&) = delete; |
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/** @brief Move assignment */ |
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Flat<dimensions>& operator=(Flat<dimensions>&&) noexcept = default; |
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/** @brief Flags */ |
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Flags flags() const { return _flags; } |
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/** |
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* @brief Set transformation and projection matrix |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is an identity matrix. |
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*/ |
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Flat<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix); |
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/** |
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* @brief Set texture coordinate transformation matrix |
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* @return Reference to self (for method chaining) |
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* @m_since_latest |
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* |
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* Expects that the shader was created with |
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* @ref Flag::TextureTransformation enabled. Initial value is an |
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* identity matrix. |
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*/ |
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Flat<dimensions>& setTextureMatrix(const Matrix3& matrix); |
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/** |
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* @brief Set color |
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* @return Reference to self (for method chaining) |
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* |
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* If @ref Flag::Textured is set, initial value is |
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* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with the |
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* texture. |
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* @see @ref bindTexture() |
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*/ |
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Flat<dimensions>& setColor(const Magnum::Color4& color); |
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/** |
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* @brief Bind a color texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::Textured |
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* enabled. |
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* @see @ref setColor(), @ref Flag::TextureTransformation, |
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* @ref setTextureMatrix() |
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*/ |
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Flat<dimensions>& bindTexture(GL::Texture2D& texture); |
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/** |
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* @brief Set alpha mask value |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::AlphaMask |
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* enabled. Fragments with alpha values smaller than the mask value |
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* will be discarded. Initial value is @cpp 0.5f @ce. See the flag |
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* documentation for further information. |
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*/ |
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Flat<dimensions>& setAlphaMask(Float mask); |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Set object ID |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::ObjectId |
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* enabled. Value set here is written to the @ref ObjectIdOutput, see |
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* @ref Shaders-Flat-object-id for more information. Default is |
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* @cpp 0 @ce. If @ref Flag::InstancedObjectId is enabled as well, this |
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* value is combined with ID coming from the @ref ObjectId attribute. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or WebGL |
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* 1.0. |
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*/ |
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Flat<dimensions>& setObjectId(UnsignedInt id); |
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#endif |
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private: |
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/* Prevent accidentally calling irrelevant functions */ |
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#ifndef MAGNUM_TARGET_GLES |
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using GL::AbstractShaderProgram::drawTransformFeedback; |
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#endif |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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using GL::AbstractShaderProgram::dispatchCompute; |
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#endif |
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Flags _flags; |
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Int _transformationProjectionMatrixUniform{0}, |
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_textureMatrixUniform{1}, |
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_colorUniform{2}, |
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_alphaMaskUniform{3}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int _objectIdUniform{4}; |
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#endif |
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}; |
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/** @brief 2D flat shader */ |
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typedef Flat<2> Flat2D; |
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/** @brief 3D flat shader */ |
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typedef Flat<3> Flat3D; |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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/** @debugoperatorclassenum{Flat,Flat::Flag} */ |
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, Flat<dimensions>::Flag value); |
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/** @debugoperatorclassenum{Flat,Flat::Flags} */ |
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template<UnsignedInt dimensions> Debug& operator<<(Debug& debug, Flat<dimensions>::Flags value); |
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#else |
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namespace Implementation { |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, FlatFlag value); |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, FlatFlags value); |
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CORRADE_ENUMSET_OPERATORS(FlatFlags) |
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} |
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#endif |
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}} |
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#endif
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