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235 lines
7.0 KiB
235 lines
7.0 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 |
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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/AbstractShaderProgram.h" |
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#include "Magnum/DimensionTraits.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/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 { Textured = 1 << 0 }; |
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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 whole mesh with given unshaded color or texture. For colored mesh you |
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need to provide @ref Position attribute in your triangle mesh and call at least |
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@ref setTransformationProjectionMatrix() and @ref setColor(). |
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If you want to use texture, you need to provide also @ref TextureCoordinates |
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attribute. Pass @ref Flag::Textured to constructor and then at render time |
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don't forget to set also the texture via @ref setTexture(). The texture is |
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multipled by the color, which is by default set to fully opaque white if |
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texturing is enabled. |
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For coloring the texture based on intensity you can use the @ref Vector shader. |
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@image html shaders-flat.png |
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@image latex shaders-flat.png |
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## Example usage |
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### Colored mesh |
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Common mesh setup: |
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@code |
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struct Vertex { |
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Vector3 position; |
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}; |
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Vertex data[] = { ... }; |
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Buffer vertices; |
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vertices.setData(data, BufferUsage::StaticDraw); |
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Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, Shaders::Flat3D::Position{}); |
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@endcode |
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Common rendering setup: |
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@code |
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f)); |
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Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f); |
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Shaders::Flat3D shader; |
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shader.setColor(Color3::fromHSV(216.0_degf, 0.85f, 1.0f)) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix); |
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mesh.draw(shader); |
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@endcode |
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### Textured mesh |
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Common mesh setup: |
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@code |
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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[] = { ... }; |
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Buffer vertices; |
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vertices.setData(data, BufferUsage::StaticDraw); |
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Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::Flat3D::Position{}, |
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Shaders::Flat3D::TextureCoordinates{}); |
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@endcode |
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Common rendering setup: |
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@code |
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Matrix4 transformationMatrix, projectionMatrix; |
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Texture2D texture; |
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Shaders::Flat3D shader{Shaders::Flat3D::Textured}; |
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shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.setTexture(texture); |
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mesh.draw(shader); |
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@endcode |
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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 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", @ref Vector2 in 2D, |
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* @ref Vector3 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", @ref Vector2. Used only if |
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* @ref Flag::Textured is set. |
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*/ |
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typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates; |
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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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Textured = 1 << 0 /**< The shader uses texture instead of color */ |
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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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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 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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*/ |
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explicit Flat(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {} |
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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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Flat<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) { |
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setUniform(_transformationProjectionMatrixUniform, matrix); |
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return *this; |
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} |
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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, default value is `{1.0f, 1.0f, 1.0f}` |
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* and the color will be multiplied with texture. |
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* @see @ref setTexture() |
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*/ |
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Flat<dimensions>& setColor(const Color4& color){ |
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setUniform(_colorUniform, color); |
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return *this; |
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} |
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/** |
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* @brief Set texture |
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* @return Reference to self (for method chaining) |
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* |
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* Has effect only if @ref Flag::Textured is set. |
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* @see @ref setColor() |
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*/ |
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Flat<dimensions>& setTexture(Texture2D& texture); |
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private: |
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Flags _flags; |
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Int _transformationProjectionMatrixUniform{0}, |
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_colorUniform{1}; |
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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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CORRADE_ENUMSET_OPERATORS(Implementation::FlatFlags) |
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}} |
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#endif
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