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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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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 <pybind11/pybind11.h>
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#include <pybind11/stl.h> /* for vector arguments */
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#include <Corrade/Containers/ArrayViewStl.h>
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#include <Magnum/Shaders/Phong.h>
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#include <Magnum/Shaders/VertexColor.h>
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#include "Corrade/Python.h"
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#include "corrade/EnumOperators.h"
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#include "magnum/bootstrap.h"
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namespace magnum {
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namespace {
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template<UnsignedInt dimensions> void vertexColor(PyNonDestructibleClass<Shaders::VertexColor<dimensions>, GL::AbstractShaderProgram>& c) {
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/* Attributes */
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c.attr("COLOR3") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 3,
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GL::DynamicAttribute::Components::Three,
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GL::DynamicAttribute::DataType::Float};
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c.attr("COLOR4") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 3,
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GL::DynamicAttribute::Components::Four,
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GL::DynamicAttribute::DataType::Float};
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/* Methods */
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c
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.def(py::init(), "Constructor")
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/* Using lambdas to avoid method chaining getting into signatures */
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.def_property("transformation_projection_matrix", nullptr, &Shaders::VertexColor<dimensions>::setTransformationProjectionMatrix,
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"Transformation and projection matrix");
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}
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}
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void shaders(py::module& m) {
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m.doc() = "Builtin shaders";
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#ifndef MAGNUM_BUILD_STATIC
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/* These are a part of the same module in the static build, no need to
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import (also can't import because there it's _magnum.*) */
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py::module::import("magnum.gl");
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#endif
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/* 2D/3D vertex color shader */
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{
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PyNonDestructibleClass<Shaders::VertexColor2D, GL::AbstractShaderProgram> vertexColor2D{m,
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"VertexColor2D", "2D vertex color shader"};
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PyNonDestructibleClass<Shaders::VertexColor3D, GL::AbstractShaderProgram> vertexColor3D{m,
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"VertexColor3D", "3D vertex color shader"};
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vertexColor2D.attr("POSITION") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 0,
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GL::DynamicAttribute::Components::Two,
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GL::DynamicAttribute::DataType::Float};
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vertexColor3D.attr("POSITION") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 0,
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GL::DynamicAttribute::Components::Three,
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GL::DynamicAttribute::DataType::Float};
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vertexColor(vertexColor2D);
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vertexColor(vertexColor3D);
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}
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/* Phong shader */
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{
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PyNonDestructibleClass<Shaders::Phong, GL::AbstractShaderProgram> phong{m,
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"Phong", "Phong shader"};
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phong.attr("POSITION") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 0,
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GL::DynamicAttribute::Components::Three,
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GL::DynamicAttribute::DataType::Float};
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phong.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 1,
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GL::DynamicAttribute::Components::Two,
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GL::DynamicAttribute::DataType::Float};
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phong.attr("NORMAL") = GL::DynamicAttribute{
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GL::DynamicAttribute::Kind::Generic, 2,
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GL::DynamicAttribute::Components::Three,
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GL::DynamicAttribute::DataType::Float};
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py::enum_<Shaders::Phong::Flag> flags{phong, "Flags", "Flags"};
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flags
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.value("AMBIENT_TEXTURE", Shaders::Phong::Flag::AmbientTexture)
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.value("DIFFUSE_TEXTURE", Shaders::Phong::Flag::DiffuseTexture)
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.value("SPECULAR_TEXTURE", Shaders::Phong::Flag::SpecularTexture)
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.value("ALPHA_MASK", Shaders::Phong::Flag::AlphaMask)
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.value("NONE", Shaders::Phong::Flag{});
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corrade::enumOperators(flags);
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phong
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.def(py::init<Shaders::Phong::Flag, UnsignedInt>(), "Constructor",
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py::arg("flags") = Shaders::Phong::Flag{},
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py::arg("light_count") = 1)
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.def_property_readonly("flags", [](Shaders::Phong& self) {
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return Shaders::Phong::Flag(UnsignedByte(self.flags()));
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}, "Flags")
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.def_property_readonly("light_count", &Shaders::Phong::lightCount,
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"Light count")
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.def_property("ambient_color", nullptr,
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&Shaders::Phong::setAmbientColor, "Ambient color")
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.def_property("diffuse_color", nullptr,
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&Shaders::Phong::setDiffuseColor, "Diffuse color")
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.def_property("specular_color", nullptr,
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&Shaders::Phong::setSpecularColor, "Specular color")
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// TODO: textures, once exposed
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.def_property("shininess", nullptr,
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&Shaders::Phong::setShininess, "Shininess")
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.def_property("alpha_mask", nullptr,
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&Shaders::Phong::setAlphaMask, "Alpha mask")
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.def_property("transformation_matrix", nullptr,
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&Shaders::Phong::setTransformationMatrix, "Set transformation matrix")
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.def_property("normal_matrix", nullptr,
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&Shaders::Phong::setNormalMatrix, "Set normal matrix")
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.def_property("projection_matrix", nullptr,
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&Shaders::Phong::setProjectionMatrix, "Set projection matrix")
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.def_property("light_positions", nullptr, [](Shaders::Phong& self, const std::vector<Vector3>& positions) {
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self.setLightPositions(positions);
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}, "Light positions")
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.def_property("light_colors", nullptr, [](Shaders::Phong& self, const std::vector<Color4>& colors) {
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self.setLightColors(colors);
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}, "Light colors");
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}
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}
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}
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#ifndef MAGNUM_BUILD_STATIC
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/* TODO: remove declaration when https://github.com/pybind/pybind11/pull/1863
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is released */
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extern "C" PYBIND11_EXPORT PyObject* PyInit_shaders();
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PYBIND11_MODULE(shaders, m) {
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magnum::shaders(m);
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}
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#endif
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