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164 lines
6.1 KiB
164 lines
6.1 KiB
#ifndef Magnum_Shaders_VertexColor_h |
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#define Magnum_Shaders_VertexColor_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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2020 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::VertexColor |
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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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/** |
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@brief Vertex color shader |
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Draws a vertex-colored mesh. You need to provide @ref Position and @ref Color3 |
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/ @ref Color4 attributes in your triangle mesh. By default, the shader renders |
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the mesh in an identity transformation. Use |
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@ref setTransformationProjectionMatrix() to configure the shader. |
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@image html shaders-vertexcolor.png width=256px |
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This shader is equivalent to @ref Flat with @ref Flat::Flag::VertexColor |
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enabled; the 3D version of this shader is equivalent to @ref Phong with |
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@ref Phong::Flag::VertexColor enabled. In both cases this implementation is |
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much simpler and thus likely also faster. |
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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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@section Shaders-VertexColor-example Example usage |
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Common mesh setup. The shader accepts either three- or four-component color |
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attribute, use either @ref Color3 or @ref Color4 to specify which one you use. |
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@snippet MagnumShaders.cpp VertexColor-usage1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp VertexColor-usage2 |
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@see @ref shaders, @ref VertexColor2D, @ref VertexColor3D |
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*/ |
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColor: 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 Three-component vertex color |
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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. |
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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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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use |
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* either this or the @ref Color3 attribute. |
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*/ |
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typedef typename Generic<dimensions>::Color4 Color4; |
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enum: UnsignedInt { |
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/** |
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* Color shader output. @ref shaders-generic "Generic output", |
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* present always. Expects three- or four-component floating-point |
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* or normalized buffer attachment. |
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*/ |
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ColorOutput = Generic<dimensions>::ColorOutput |
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}; |
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explicit VertexColor(); |
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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 VertexColor(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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VertexColor(const VertexColor<dimensions>&) = delete; |
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/** @brief Move constructor */ |
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VertexColor(VertexColor<dimensions>&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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VertexColor<dimensions>& operator=(const VertexColor<dimensions>&) = delete; |
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/** @brief Move assignment */ |
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VertexColor<dimensions>& operator=(VertexColor<dimensions>&&) noexcept = default; |
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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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* Default is an identity matrix. |
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*/ |
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VertexColor<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix); |
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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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Int _transformationProjectionMatrixUniform{0}; |
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}; |
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/** @brief 2D vertex color shader */ |
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typedef VertexColor<2> VertexColor2D; |
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/** @brief 3D vertex color shader */ |
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typedef VertexColor<3> VertexColor3D; |
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}} |
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#endif
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