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544 lines
15 KiB
544 lines
15 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 <numeric> |
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#include <Corrade/Containers/Array.h> |
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#include <Corrade/Containers/ArrayViewStl.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/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/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/DistanceFieldVector.h" |
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#include "Magnum/Shaders/Flat.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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#include "Magnum/Shaders/VertexColor.h" |
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using namespace Magnum; |
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using namespace Magnum::Math::Literals; |
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int main() { |
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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::Phong::Position{}, |
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Shaders::Phong::Normal{}, |
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Shaders::Phong::TextureCoordinates{}) |
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//... |
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; |
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/* [shaders-setup] */ |
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/* [shaders-rendering] */ |
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Matrix4 transformationMatrix, projectionMatrix; |
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GL::Texture2D diffuseTexture, specularTexture; |
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Shaders::Phong shader{Shaders::Phong::Flag::DiffuseTexture}; |
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shader.bindDiffuseTexture(diffuseTexture) |
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.setLightPosition({5.0f, 5.0f, 7.0f}) |
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.setTransformationMatrix(transformationMatrix) |
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.setNormalMatrix(transformationMatrix.normalMatrix()) |
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.setProjectionMatrix(projectionMatrix) |
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.draw(mesh); |
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/* [shaders-rendering] */ |
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/* [shaders-generic] */ |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::Generic3D::Position{}, |
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Shaders::Generic3D::Normal{}, |
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Shaders::Generic3D::TextureCoordinates{}); |
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/* [shaders-generic] */ |
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/* [shaders-meshvisualizer] */ |
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Shaders::MeshVisualizer3D visualizerShader{Shaders::MeshVisualizer3D::Flag::Wireframe}; |
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visualizerShader |
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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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/* [DistanceFieldVector-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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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::DistanceFieldVector2D::Position{}, |
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Shaders::DistanceFieldVector2D::TextureCoordinates{}) |
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// ... |
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; |
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/* [DistanceFieldVector-usage1] */ |
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} |
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{ |
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GL::Mesh mesh; |
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/* [DistanceFieldVector-usage2] */ |
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Matrix3 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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Shaders::DistanceFieldVector2D 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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.bindVectorTexture(texture) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.draw(mesh); |
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/* [DistanceFieldVector-usage2] */ |
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} |
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{ |
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/* [Flat-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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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, Shaders::Flat3D::Position{}) |
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// ... |
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; |
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/* [Flat-usage-colored1] */ |
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/* [Flat-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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Shaders::Flat3D 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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/* [Flat-usage-colored2] */ |
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} |
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{ |
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/* [Flat-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::Flat3D::Position{}, |
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Shaders::Flat3D::TextureCoordinates{}) |
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// ... |
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; |
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/* [Flat-usage-textured1] */ |
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/* [Flat-usage-textured2] */ |
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Matrix4 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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Shaders::Flat3D shader{Shaders::Flat3D::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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/* [Flat-usage-textured2] */ |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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{ |
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GL::Framebuffer framebuffer{{}}; |
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GL::Mesh mesh; |
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Vector2i size; |
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UnsignedInt meshId{}; |
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/* [Flat-usage-object-id] */ |
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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::Flat3D shader{Shaders::Flat3D::Flag::ObjectId}; |
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// ... |
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framebuffer.mapForDraw({ |
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{Shaders::Flat3D::ColorOutput, GL::Framebuffer::ColorAttachment{0}}, |
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{Shaders::Flat3D::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); |
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/* [Flat-usage-object-id] */ |
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/* [shaders-generic-object-id] */ |
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framebuffer.mapForDraw({ |
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{Shaders::Generic3D::ColorOutput, GL::Framebuffer::ColorAttachment{0}}, |
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{Shaders::Generic3D::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}}}); |
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/* [shaders-generic-object-id] */ |
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} |
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#endif |
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{ |
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/* [MeshVisualizer-usage-geom1] */ |
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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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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, Shaders::MeshVisualizer3D::Position{}); |
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/* [MeshVisualizer-usage-geom1] */ |
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/* [MeshVisualizer-usage-geom2] */ |
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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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Shaders::MeshVisualizer3D shader{Shaders::MeshVisualizer3D::Flag::Wireframe}; |
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shader.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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/* [MeshVisualizer-usage-geom2] */ |
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/* [MeshVisualizer-usage-no-geom-old] */ |
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Containers::Array<Float> vertexIndex{Containers::arraySize(data)}; |
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std::iota(vertexIndex.begin(), vertexIndex.end(), 0.0f); |
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GL::Buffer vertexIndices; |
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vertexIndices.setData(vertexIndex, GL::BufferUsage::StaticDraw); |
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mesh.addVertexBuffer(vertexIndices, 0, Shaders::MeshVisualizer3D::VertexIndex{}); |
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/* [MeshVisualizer-usage-no-geom-old] */ |
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} |
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#endif |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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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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/* [MeshVisualizer-usage-tbn1] */ |
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struct Vertex { |
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Vector3 position; |
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Vector4 tangent; |
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Vector3 normal; |
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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); |
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GL::Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::MeshVisualizer3D::Position{}, |
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Shaders::MeshVisualizer3D::Tangent4{}, |
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Shaders::MeshVisualizer3D::Normal{}); |
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/* [MeshVisualizer-usage-tbn1] */ |
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/* [MeshVisualizer-usage-tbn2] */ |
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Matrix4 transformationMatrix, projectionMatrix; |
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Shaders::MeshVisualizer3D shader{ |
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Shaders::MeshVisualizer3D::Flag::TangentDirection| |
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Shaders::MeshVisualizer3D::Flag::BitangentFromTangentDirection| |
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Shaders::MeshVisualizer3D::Flag::NormalDirection}; |
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shader.setViewportSize(Vector2{GL::defaultFramebuffer.viewport().size()}) |
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.setTransformationMatrix(transformationMatrix) |
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.setProjectionMatrix(projectionMatrix) |
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.setNormalMatrix(transformationMatrix.normalMatrix()) |
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.setLineLength(0.3f) |
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.draw(mesh); |
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/* [MeshVisualizer-usage-tbn2] */ |
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} |
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#endif |
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#endif |
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{ |
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/* [MeshVisualizer-usage-no-geom1] */ |
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Containers::StridedArrayView1D<const UnsignedInt> indices; |
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Containers::StridedArrayView1D<const Vector3> indexedPositions; |
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/* De-indexing the position array */ |
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GL::Buffer vertices{MeshTools::duplicate(indices, indexedPositions)}; |
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GL::Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, Shaders::MeshVisualizer3D::Position{}); |
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/* [MeshVisualizer-usage-no-geom1] */ |
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} |
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{ |
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GL::Mesh mesh; |
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/* [MeshVisualizer-usage-no-geom2] */ |
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Matrix4 transformationMatrix, projectionMatrix; |
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Shaders::MeshVisualizer3D shader{ |
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Shaders::MeshVisualizer3D::Flag::Wireframe| |
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Shaders::MeshVisualizer3D::Flag::NoGeometryShader}; |
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shader.setColor(0x2f83cc_rgbf) |
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.setWireframeColor(0xdcdcdc_rgbf) |
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.setTransformationMatrix(transformationMatrix) |
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.setProjectionMatrix(projectionMatrix) |
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.draw(mesh); |
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/* [MeshVisualizer-usage-no-geom2] */ |
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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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Containers::ArrayView<UnsignedInt> objectIds; |
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Matrix4 transformationMatrix, projectionMatrix; |
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/* [MeshVisualizer-usage-object-id] */ |
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const auto map = DebugTools::ColorMap::turbo(); |
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const Vector2i size{Int(map.size()), 1}; |
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GL::Texture2D colorMapTexture; |
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colorMapTexture |
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.setMinificationFilter(SamplerFilter::Linear) |
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.setMagnificationFilter(SamplerFilter::Linear) |
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.setWrapping(SamplerWrapping::ClampToEdge) |
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.setStorage(1, GL::TextureFormat::RGBA8, size) |
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.setSubImage(0, {}, ImageView2D{PixelFormat::RGB8Srgb, size, map}); |
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Shaders::MeshVisualizer3D shader{ |
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Shaders::MeshVisualizer3D::Flag::InstancedObjectId}; |
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shader.setColorMapTransformation(0.0f, 1.0f/Math::max(objectIds)) |
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.setTransformationMatrix(transformationMatrix) |
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.setProjectionMatrix(projectionMatrix) |
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.bindColorMapTexture(colorMapTexture) |
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.draw(mesh); |
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/* [MeshVisualizer-usage-object-id] */ |
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} |
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#endif |
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
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{ |
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/* [Phong-usage-colored1] */ |
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struct Vertex { |
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Vector3 position; |
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Vector3 normal; |
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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::Phong::Position{}, |
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Shaders::Phong::Normal{}); |
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/* [Phong-usage-colored1] */ |
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/* [Phong-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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Shaders::Phong shader; |
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shader.setDiffuseColor(0x2f83cc_rgbf) |
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.setShininess(200.0f) |
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.setLightPosition({5.0f, 5.0f, 7.0f}) |
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.setTransformationMatrix(transformationMatrix) |
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.setNormalMatrix(transformationMatrix.normalMatrix()) |
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.setProjectionMatrix(projectionMatrix) |
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.draw(mesh); |
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/* [Phong-usage-colored2] */ |
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} |
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{ |
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/* [Phong-usage-texture1] */ |
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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::Phong::Position{}, |
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Shaders::Phong::Normal{}, |
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Shaders::Phong::TextureCoordinates{}); |
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/* [Phong-usage-texture1] */ |
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/* [Phong-usage-texture2] */ |
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Matrix4 transformationMatrix, projectionMatrix; |
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GL::Texture2D diffuseTexture, specularTexture; |
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Shaders::Phong shader{Shaders::Phong::Flag::DiffuseTexture| |
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Shaders::Phong::Flag::SpecularTexture}; |
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shader.bindTextures(nullptr, &diffuseTexture, &specularTexture, nullptr) |
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.setLightPosition({5.0f, 5.0f, 7.0f}) |
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.setTransformationMatrix(transformationMatrix) |
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.setNormalMatrix(transformationMatrix.normalMatrix()) |
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.setProjectionMatrix(projectionMatrix) |
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.draw(mesh); |
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/* [Phong-usage-texture2] */ |
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} |
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#endif |
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{ |
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GL::Texture2D diffuseAlphaTexture; |
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Color3 diffuseRgb, specularRgb; |
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/* [Phong-usage-alpha] */ |
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Shaders::Phong shader{Shaders::Phong::Flag::AmbientTexture| |
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Shaders::Phong::Flag::DiffuseTexture}; |
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shader.bindTextures(&diffuseAlphaTexture, &diffuseAlphaTexture, nullptr, nullptr) |
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.setAmbientColor(0x000000ff_rgbaf) |
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.setDiffuseColor(Color4{diffuseRgb, 0.0f}) |
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.setSpecularColor(Color4{specularRgb, 0.0f}); |
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/* [Phong-usage-alpha] */ |
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} |
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#if !defined(__GNUC__) || defined(__clang__) || __GNUC__*100 + __GNUC_MINOR__ >= 500 |
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{ |
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/* [Vector-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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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::Vector2D::Position{}, |
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Shaders::Vector2D::TextureCoordinates{}); |
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/* [Vector-usage1] */ |
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/* [Vector-usage2] */ |
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Matrix3 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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Shaders::Vector2D shader; |
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shader.setColor(0x2f83cc_rgbf) |
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.bindVectorTexture(texture) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.draw(mesh); |
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/* [Vector-usage2] */ |
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} |
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{ |
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/* [VertexColor-usage1] */ |
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struct Vertex { |
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Vector3 position; |
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Color3 color; |
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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::VertexColor3D::Position{}, |
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Shaders::VertexColor3D::Color3{}); |
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/* [VertexColor-usage1] */ |
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/* [VertexColor-usage2] */ |
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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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Shaders::VertexColor3D shader; |
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shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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.draw(mesh); |
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/* [VertexColor-usage2] */ |
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} |
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#endif |
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}
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