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185 lines
6.5 KiB
185 lines
6.5 KiB
#ifndef Magnum_Shaders_DistanceFieldVector_h |
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#define Magnum_Shaders_DistanceFieldVector_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 |
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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::DistanceFieldVector, typedef @ref Magnum::Shaders::DistanceFieldVector2D, @ref Magnum::Shaders::DistanceFieldVector3D |
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*/ |
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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/AbstractVector.h" |
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#include "Magnum/Shaders/visibility.h" |
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namespace Magnum { namespace Shaders { |
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/** |
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@brief Distance field vector shader |
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Renders vector graphics in form of signed distance field. See |
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@ref TextureTools::distanceField() for more information. Note that the final |
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rendered outlook will greatly depend on radius of input distance field and |
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value passed to @ref setSmoothness(). You need to provide @ref Position and |
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@ref TextureCoordinates attributes in your triangle mesh and call at least |
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@ref setTransformationProjectionMatrix(), @ref setColor() and |
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@ref setVectorTexture(). |
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@image html shaders-distancefieldvector.png |
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@image latex shaders-distancefieldvector.png |
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## Example usage |
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Common mesh setup: |
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@code |
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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[] = { ... }; |
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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::DistanceFieldVector2D::Position{}, |
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Shaders::DistanceFieldVector2D::TextureCoordinates{}); |
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@endcode |
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Common rendering setup: |
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@code |
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Matrix3 transformationMatrix, projectionMatrix; |
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Texture2D texture; |
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Shaders::DistanceFieldVector2D shader; |
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shader.setColor(Color3::fromHSV(216.0_degf, 0.85f, 1.0f)) |
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.setOutlineColor(Color3{0.95f}) |
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.setOutlineRange(0.6f, 0.4f) |
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.setVectorTexture(texture) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix); |
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mesh.draw(shader); |
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@endcode |
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@see @ref shaders, @ref DistanceFieldVector2D, @ref DistanceFieldVector3D |
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@todo Use fragment shader derivations to have proper smoothness in perspective/ |
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large zoom levels, make it optional as it might have negative performance |
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impact |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> { |
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public: |
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DistanceFieldVector(); |
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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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DistanceFieldVector& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) { |
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AbstractShaderProgram::setUniform(transformationProjectionMatrixUniform, matrix); |
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return *this; |
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} |
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/** |
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* @brief Set fill color |
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* @return Reference to self (for method chaining) |
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* |
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* @see @ref setOutlineColor() |
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*/ |
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DistanceFieldVector& setColor(const Color4& color) { |
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AbstractShaderProgram::setUniform(colorUniform, color); |
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return *this; |
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} |
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/** |
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* @brief Set outline color |
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* @return Reference to self (for method chaining) |
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* |
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* @see @ref setOutlineRange(), @ref setColor() |
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*/ |
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DistanceFieldVector& setOutlineColor(const Color4& color) { |
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AbstractShaderProgram::setUniform(outlineColorUniform, color); |
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return *this; |
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} |
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/** |
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* @brief Set outline range |
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* @return Reference to self (for method chaining) |
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* |
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* Parameter @p start describes where fill ends and possible outline |
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* starts. Initial value is `0.5f`, larger values will make the vector |
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* art look thinner, smaller will make it look thicker. |
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* |
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* Parameter @p end describes where outline ends. If set to value |
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* larger than @p start the outline is not drawn. Initial value is |
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* `1.0f`. |
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* |
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* @see @ref setOutlineColor() |
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*/ |
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DistanceFieldVector& setOutlineRange(Float start, Float end) { |
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AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end)); |
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return *this; |
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} |
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/** |
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* @brief Set smoothness radius |
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* @return Reference to self (for method chaining) |
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* |
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* Larger values will make edges look less aliased (but blurry), |
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* smaller values will make them look more crisp (but possibly |
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* aliased). Initial value is `0.04f`. |
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*/ |
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DistanceFieldVector& setSmoothness(Float value) { |
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AbstractShaderProgram::setUniform(smoothnessUniform, value); |
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return *this; |
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} |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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/* Overloads to remove WTF-factor from method chaining order */ |
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DistanceFieldVector<dimensions>& setVectorTexture(Texture2D& texture) { |
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AbstractVector<dimensions>::setVectorTexture(texture); |
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return *this; |
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} |
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#endif |
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private: |
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Int transformationProjectionMatrixUniform, |
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colorUniform, |
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outlineColorUniform, |
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outlineRangeUniform, |
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smoothnessUniform; |
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}; |
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/** @brief Two-dimensional distance field vector shader */ |
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typedef DistanceFieldVector<2> DistanceFieldVector2D; |
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/** @brief Three-dimensional distance field vector shader */ |
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typedef DistanceFieldVector<3> DistanceFieldVector3D; |
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}} |
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#endif
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