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DistanceFieldVectorShader.cpp
85 lines (67 loc) · 3.57 KB
/
DistanceFieldVectorShader.cpp
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/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "DistanceFieldVectorShader.h"
#include <Utility/Resource.h>
#include "Context.h"
#include "Extensions.h"
#include "Shader.h"
namespace Magnum { namespace Shaders {
namespace {
template<UnsignedInt> constexpr const char* vertexShaderName();
template<> constexpr const char* vertexShaderName<2>() { return "AbstractVectorShader2D.vert"; }
template<> constexpr const char* vertexShaderName<3>() { return "AbstractVectorShader3D.vert"; }
}
template<UnsignedInt dimensions> DistanceFieldVectorShader<dimensions>::DistanceFieldVectorShader(): transformationProjectionMatrixUniform(0), colorUniform(1), outlineColorUniform(2), outlineRangeUniform(3), smoothnessUniform(4) {
Corrade::Utility::Resource rs("MagnumShaders");
#ifndef MAGNUM_TARGET_GLES
Version v = Context::current()->supportedVersion({Version::GL320, Version::GL210});
#else
Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200});
#endif
Shader vertexShader(v, Shader::Type::Vertex);
vertexShader.addSource(rs.get("compatibility.glsl"));
vertexShader.addSource(rs.get(vertexShaderName<dimensions>()));
AbstractShaderProgram::attachShader(vertexShader);
Shader fragmentShader(v, Shader::Type::Fragment);
fragmentShader.addSource(rs.get("compatibility.glsl"));
fragmentShader.addSource(rs.get("DistanceFieldVectorShader.frag"));
AbstractShaderProgram::attachShader(fragmentShader);
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>() ||
Context::current()->version() == Version::GL210) {
#else
if(!Context::current()->isVersionSupported(Version::GLES300)) {
#endif
AbstractShaderProgram::bindAttributeLocation(AbstractVectorShader<dimensions>::Position::Location, "position");
AbstractShaderProgram::bindAttributeLocation(AbstractVectorShader<dimensions>::TextureCoordinates::Location, "textureCoordinates");
}
AbstractShaderProgram::link();
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>()) {
#else
{
#endif
transformationProjectionMatrixUniform = AbstractShaderProgram::uniformLocation("transformationProjectionMatrix");
colorUniform = AbstractShaderProgram::uniformLocation("color");
outlineColorUniform = AbstractShaderProgram::uniformLocation("outlineColor");
outlineRangeUniform = AbstractShaderProgram::uniformLocation("outlineRange");
smoothnessUniform = AbstractShaderProgram::uniformLocation("smoothness");
}
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>())
AbstractShaderProgram::setUniform(AbstractShaderProgram::uniformLocation("vectorTexture"),
AbstractVectorShader<dimensions>::VectorTextureLayer);
#endif
}
template class DistanceFieldVectorShader<2>;
template class DistanceFieldVectorShader<3>;
}}