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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include <pybind11/pybind11.h>
#include <pybind11/stl.h> /* for vector arguments */
#include <Corrade/Containers/ArrayViewStl.h>
#include <Magnum/GL/Mesh.h>
#include <Magnum/GL/Texture.h>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Matrix3.h>
#include <Magnum/Math/Matrix4.h>
#include <Magnum/Shaders/DistanceFieldVectorGL.h>
#include <Magnum/Shaders/FlatGL.h>
#include <Magnum/Shaders/PhongGL.h>
#include <Magnum/Shaders/VertexColorGL.h>
#include <Magnum/Shaders/VectorGL.h>
#include "Corrade/PythonBindings.h"
#include "corrade/EnumOperators.h"
#include "magnum/bootstrap.h"
namespace magnum {
namespace {
template<UnsignedInt dimensions> void distanceFieldVector(PyNonDestructibleClass<Shaders::DistanceFieldVectorGL<dimensions>, GL::AbstractShaderProgram>& c) {
/* Attributes */
c.attr("POSITION") = GL::DynamicAttribute{typename Shaders::DistanceFieldVectorGL<dimensions>::Position{}};
c.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{typename Shaders::DistanceFieldVectorGL<dimensions>::TextureCoordinates{}};
/* Methods */
c
.def(py::init([](typename Shaders::DistanceFieldVectorGL<dimensions>::Flag flags) {
return typename Shaders::DistanceFieldVectorGL<dimensions>{typename Shaders::DistanceFieldVectorGL<dimensions>::Configuration{}
.setFlags(flags)};
}), "Constructor",
#if PYBIND11_VERSION_MAJOR*100 + PYBIND11_VERSION_MINOR >= 206
py::kw_only{}, /* new in pybind11 2.6 */
#endif
py::arg("flags") = typename Shaders::DistanceFieldVectorGL<dimensions>::Flag{})
/* Using lambdas to avoid method chaining getting into signatures */
.def_property_readonly("flags", [](Shaders::DistanceFieldVectorGL<dimensions>& self) {
return typename Shaders::DistanceFieldVectorGL<dimensions>::Flag(UnsignedByte(self.flags()));
}, "Flags")
.def_property("transformation_projection_matrix", nullptr, &Shaders::DistanceFieldVectorGL<dimensions>::setTransformationProjectionMatrix,
"Transformation and projection matrix")
.def_property("texture_matrix", nullptr, [](Shaders::DistanceFieldVectorGL<dimensions>& self, const Matrix3& matrix) {
if(!(self.flags() & Shaders::DistanceFieldVectorGL<dimensions>::Flag::TextureTransformation)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with texture transformation enabled");
throw py::error_already_set{};
}
self.setTextureMatrix(matrix);
}, "Texture matrix")
.def_property("color", nullptr, &Shaders::DistanceFieldVectorGL<dimensions>::setColor, "Color")
.def_property("outline_color", nullptr, &Shaders::DistanceFieldVectorGL<dimensions>::setOutlineColor, "Outline color")
.def_property("outline_range", nullptr, [](Shaders::DistanceFieldVectorGL<dimensions>& self, const std::pair<Float, Float>& startEnd) {
self.setOutlineRange(startEnd.first, startEnd.second);
}, "Outline range start and end")
.def_property("smoothness", nullptr, &Shaders::DistanceFieldVectorGL<dimensions>::setSmoothness, "Smoothness")
.def("bind_vector_texture", [](Shaders::DistanceFieldVectorGL<dimensions>& self, GL::Texture2D& texture) {
self.bindVectorTexture(texture);
}, "Bind a vector texture");
}
template<UnsignedInt dimensions> void flat(PyNonDestructibleClass<Shaders::FlatGL<dimensions>, GL::AbstractShaderProgram>& c) {
/* Attributes */
c.attr("POSITION") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::Position{}};
c.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::TextureCoordinates{}};
c.attr("COLOR3") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::Color3{}};
c.attr("COLOR4") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::Color4{}};
c.attr("TRANSFORMATION_MATRIX") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::TransformationMatrix{}};
c.attr("TEXTURE_OFFSET") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::TextureOffset{}};
/* Methods */
c
.def(py::init([](typename Shaders::FlatGL<dimensions>::Flag flags) {
return typename Shaders::FlatGL<dimensions>{typename Shaders::FlatGL<dimensions>::Configuration{}
.setFlags(flags)};
}), "Constructor",
#if PYBIND11_VERSION_MAJOR*100 + PYBIND11_VERSION_MINOR >= 206
py::kw_only{}, /* new in pybind11 2.6 */
#endif
py::arg("flags") = typename Shaders::FlatGL<dimensions>::Flag{})
/* Using lambdas to avoid method chaining getting into signatures */
.def_property_readonly("flags", [](Shaders::FlatGL<dimensions>& self) {
return typename Shaders::FlatGL<dimensions>::Flag(UnsignedShort(self.flags()));
}, "Flags")
.def_property("transformation_projection_matrix", nullptr, &Shaders::FlatGL<dimensions>::setTransformationProjectionMatrix,
"Transformation and projection matrix")
.def_property("texture_matrix", nullptr, [](Shaders::FlatGL<dimensions>& self, const Matrix3& matrix) {
if(!(self.flags() & Shaders::FlatGL<dimensions>::Flag::TextureTransformation)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with texture transformation enabled");
throw py::error_already_set{};
}
self.setTextureMatrix(matrix);
}, "Texture matrix")
.def_property("color", nullptr, &Shaders::FlatGL<dimensions>::setColor, "Color")
.def_property("alpha_mask", nullptr, [](Shaders::FlatGL<dimensions>& self, Float mask) {
if(!(self.flags() & Shaders::FlatGL<dimensions>::Flag::AlphaMask)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with alpha mask enabled");
throw py::error_already_set{};
}
self.setAlphaMask(mask);
}, "Alpha mask")
.def("bind_texture", [](Shaders::FlatGL<dimensions>& self, GL::Texture2D& texture) {
if(!(self.flags() & Shaders::FlatGL<dimensions>::Flag::Textured)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with texturing enabled");
throw py::error_already_set{};
}
self.bindTexture(texture);
}, "Bind a color texture");
}
template<UnsignedInt dimensions> void vector(PyNonDestructibleClass<Shaders::VectorGL<dimensions>, GL::AbstractShaderProgram>& c) {
/* Attributes */
c.attr("POSITION") = GL::DynamicAttribute{typename Shaders::VectorGL<dimensions>::Position{}};
c.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{typename Shaders::VectorGL<dimensions>::TextureCoordinates{}};
/* Methods */
c
.def(py::init([](typename Shaders::VectorGL<dimensions>::Flag flags) {
return typename Shaders::VectorGL<dimensions>{typename Shaders::VectorGL<dimensions>::Configuration{}
.setFlags(flags)};
}), "Constructor",
#if PYBIND11_VERSION_MAJOR*100 + PYBIND11_VERSION_MINOR >= 206
py::kw_only{}, /* new in pybind11 2.6 */
#endif
py::arg("flags") = typename Shaders::VectorGL<dimensions>::Flag{})
/* Using lambdas to avoid method chaining getting into signatures */
.def_property_readonly("flags", [](Shaders::VectorGL<dimensions>& self) {
return typename Shaders::VectorGL<dimensions>::Flag(UnsignedByte(self.flags()));
}, "Flags")
.def_property("transformation_projection_matrix", nullptr, &Shaders::VectorGL<dimensions>::setTransformationProjectionMatrix,
"Transformation and projection matrix")
.def_property("texture_matrix", nullptr, [](Shaders::VectorGL<dimensions>& self, const Matrix3& matrix) {
if(!(self.flags() & Shaders::VectorGL<dimensions>::Flag::TextureTransformation)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with texture transformation enabled");
throw py::error_already_set{};
}
self.setTextureMatrix(matrix);
}, "Texture matrix")
.def_property("color", nullptr, &Shaders::VectorGL<dimensions>::setColor, "Fill color")
.def_property("background_color", nullptr, &Shaders::VectorGL<dimensions>::setBackgroundColor, "Background color")
.def("bind_vector_texture", [](Shaders::VectorGL<dimensions>& self, GL::Texture2D& texture) {
self.bindVectorTexture(texture);
}, "Bind a vector texture");
}
template<UnsignedInt dimensions> void vertexColor(PyNonDestructibleClass<Shaders::VertexColorGL<dimensions>, GL::AbstractShaderProgram>& c) {
/* Attributes */
c.attr("POSITION") = GL::DynamicAttribute{typename Shaders::VertexColorGL<dimensions>::Position{}};
c.attr("COLOR3") = GL::DynamicAttribute{typename Shaders::VertexColorGL<dimensions>::Color3{}};
c.attr("COLOR4") = GL::DynamicAttribute{typename Shaders::VertexColorGL<dimensions>::Color4{}};
/* Methods */
c
.def(py::init(), "Constructor")
/* Using lambdas to avoid method chaining getting into signatures */
.def_property("transformation_projection_matrix", nullptr, &Shaders::VertexColorGL<dimensions>::setTransformationProjectionMatrix,
"Transformation and projection matrix");
}
}
void shaders(py::module_& m) {
m.doc() = "Builtin shaders";
#ifndef MAGNUM_BUILD_STATIC
/* These are a part of the same module in the static build, no need to
import (also can't import because there it's _magnum.*) */
py::module_::import("magnum.gl");
#endif
/* 2D/3D distance field vector shader */
{
PyNonDestructibleClass<Shaders::DistanceFieldVectorGL2D, GL::AbstractShaderProgram> distanceFieldVectorGL2D{m,
"DistanceFieldVectorGL2D", "2D distance field vector OpenGL shader"};
PyNonDestructibleClass<Shaders::DistanceFieldVectorGL3D, GL::AbstractShaderProgram> distanceFieldVectorGL3D{m,
"DistanceFieldVectorGL3D", "3D distance field vector OpenGL shader"};
/* The flags are currently the same type for both 2D and 3D and pybind
doesn't want to have a single type registered twice, so doing it
this way instead */
py::enum_<Shaders::DistanceFieldVectorGL2D::Flag> flags{distanceFieldVectorGL2D, "Flags", "Flags"};
flags
.value("TEXTURE_TRANSFORMATION", Shaders::DistanceFieldVectorGL2D::Flag::TextureTransformation)
.value("NONE", Shaders::DistanceFieldVectorGL2D::Flag{})
;
distanceFieldVectorGL3D.attr("Flags") = flags;
distanceFieldVector(distanceFieldVectorGL2D);
distanceFieldVector(distanceFieldVectorGL3D);
corrade::enumOperators(flags);
}
/* 2D/3D flat shader */
{
PyNonDestructibleClass<Shaders::FlatGL2D, GL::AbstractShaderProgram> flatGL2D{m,
"FlatGL2D", "2D flat OpenGL shader"};
PyNonDestructibleClass<Shaders::FlatGL3D, GL::AbstractShaderProgram> flatGL3D{m,
"FlatGL3D", "3D flat OpenGL shader"};
/* The flags are currently the same type for both 2D and 3D and pybind
doesn't want to have a single type registered twice, so doing it
this way instead */
py::enum_<Shaders::FlatGL2D::Flag> flags{flatGL2D, "Flags", "Flags"};
flags
.value("TEXTURED", Shaders::FlatGL2D::Flag::Textured)
.value("ALPHA_MASK", Shaders::FlatGL2D::Flag::AlphaMask)
.value("VERTEX_COLOR", Shaders::FlatGL2D::Flag::AlphaMask)
.value("TEXTURE_TRANSFORMATION", Shaders::FlatGL2D::Flag::TextureTransformation)
.value("INSTANCED_TRANSFORMATION", Shaders::FlatGL2D::Flag::InstancedTransformation)
.value("INSTANCED_TEXTURE_OFFSET", Shaders::FlatGL2D::Flag::InstancedTextureOffset)
.value("NONE", Shaders::FlatGL2D::Flag{})
/* TODO: OBJECT_ID, once multiple FB outputs and mapDraw is exposed */
;
flatGL3D.attr("Flags") = flags;
flat(flatGL2D);
flat(flatGL3D);
corrade::enumOperators(flags);
}
/* 2D/3D vertex color shader */
{
PyNonDestructibleClass<Shaders::VertexColorGL2D, GL::AbstractShaderProgram> vertexColorGL2D{m,
"VertexColorGL2D", "2D vertex color OpenGL shader"};
PyNonDestructibleClass<Shaders::VertexColorGL3D, GL::AbstractShaderProgram> vertexColorGL3D{m,
"VertexColorGL3D", "3D vertex color OpenGL shader"};
vertexColor(vertexColorGL2D);
vertexColor(vertexColorGL3D);
}
/* Phong shader */
{
PyNonDestructibleClass<Shaders::PhongGL, GL::AbstractShaderProgram> phongGL{m,
"PhongGL", "Phong OpenGL shader"};
phongGL.attr("POSITION") = GL::DynamicAttribute{Shaders::PhongGL::Position{}};
phongGL.attr("NORMAL") = GL::DynamicAttribute{Shaders::PhongGL::Normal{}};
phongGL.attr("TANGENT") = GL::DynamicAttribute{Shaders::PhongGL::Tangent{}};
phongGL.attr("TANGENT4") = GL::DynamicAttribute{Shaders::PhongGL::Tangent4{}};
phongGL.attr("BITANGENT") = GL::DynamicAttribute{Shaders::PhongGL::Bitangent{}};
phongGL.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{Shaders::PhongGL::TextureCoordinates{}};
phongGL.attr("COLOR3") = GL::DynamicAttribute{Shaders::PhongGL::Color3{}};
phongGL.attr("COLOR4") = GL::DynamicAttribute{Shaders::PhongGL::Color4{}};
/* TODO: OBJECT_ID attribute, once multiple FB outputs and mapDraw is
exposed */
phongGL.attr("TRANSFORMATION_MATRIX") = GL::DynamicAttribute{Shaders::PhongGL::TransformationMatrix{}};
phongGL.attr("NORMAL_MATRIX") = GL::DynamicAttribute{Shaders::PhongGL::NormalMatrix{}};
phongGL.attr("TEXTURE_OFFSET") = GL::DynamicAttribute{Shaders::PhongGL::TextureOffset{}};
py::enum_<Shaders::PhongGL::Flag> flags{phongGL, "Flags", "Flags"};
flags
.value("AMBIENT_TEXTURE", Shaders::PhongGL::Flag::AmbientTexture)
.value("DIFFUSE_TEXTURE", Shaders::PhongGL::Flag::DiffuseTexture)
.value("SPECULAR_TEXTURE", Shaders::PhongGL::Flag::SpecularTexture)
.value("NORMAL_TEXTURE", Shaders::PhongGL::Flag::NormalTexture)
.value("ALPHA_MASK", Shaders::PhongGL::Flag::AlphaMask)
.value("VERTEX_COLOR", Shaders::PhongGL::Flag::VertexColor)
.value("BITANGENT", Shaders::PhongGL::Flag::Bitangent)
.value("TEXTURE_TRANSFORMATION", Shaders::PhongGL::Flag::TextureTransformation)
/* TODO: OBJECT_ID, once multiple FB outputs and mapDraw is exposed */
.value("INSTANCED_TRANSFORMATION", Shaders::PhongGL::Flag::InstancedTransformation)
.value("INSTANCED_TEXTURE_OFFSET", Shaders::PhongGL::Flag::InstancedTextureOffset)
.value("NONE", Shaders::PhongGL::Flag{})
;
corrade::enumOperators(flags);
phongGL
.def(py::init([](Shaders::PhongGL::Flag flags, UnsignedInt lightCount) {
return Shaders::PhongGL{Shaders::PhongGL::Configuration{}
.setFlags(flags)
.setLightCount(lightCount)};
}), "Constructor",
#if PYBIND11_VERSION_MAJOR*100 + PYBIND11_VERSION_MINOR >= 206
py::kw_only{}, /* new in pybind11 2.6 */
#endif
py::arg("flags") = Shaders::PhongGL::Flag{},
py::arg("light_count") = 1)
.def_property_readonly("flags", [](Shaders::PhongGL& self) {
return Shaders::PhongGL::Flag(UnsignedInt(self.flags()));
}, "Flags")
.def_property_readonly("light_count", &Shaders::PhongGL::lightCount,
"Light count")
.def_property("ambient_color", nullptr,
&Shaders::PhongGL::setAmbientColor, "Ambient color")
.def_property("diffuse_color", nullptr,
&Shaders::PhongGL::setDiffuseColor, "Diffuse color")
.def_property("specular_color", nullptr,
&Shaders::PhongGL::setSpecularColor, "Specular color")
.def_property("shininess", nullptr,
&Shaders::PhongGL::setShininess, "Shininess")
.def_property("normal_texture_scale", nullptr, [](Shaders::PhongGL& self, Float scale) {
if(!(self.flags() & Shaders::PhongGL::Flag::NormalTexture)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with normal texture enabled");
throw py::error_already_set{};
}
self.setNormalTextureScale(scale);
}, "Normal texture scale")
.def_property("alpha_mask", nullptr, [](Shaders::PhongGL& self, Float mask) {
if(!(self.flags() & Shaders::PhongGL::Flag::AlphaMask)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with alpha mask enabled");
throw py::error_already_set{};
}
self.setAlphaMask(mask);
}, "Alpha mask")
.def_property("transformation_matrix", nullptr,
&Shaders::PhongGL::setTransformationMatrix, "Transformation matrix")
.def_property("normal_matrix", nullptr,
&Shaders::PhongGL::setNormalMatrix, "Normal matrix")
.def_property("projection_matrix", nullptr,
&Shaders::PhongGL::setProjectionMatrix, "Projection matrix")
.def_property("texture_matrix", nullptr, [](Shaders::PhongGL& self, const Matrix3& matrix) {
if(!(self.flags() & Shaders::PhongGL::Flag::TextureTransformation)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with texture transformation enabled");
throw py::error_already_set{};
}
self.setTextureMatrix(matrix);
}, "Texture matrix")
.def_property("light_positions", nullptr, [](Shaders::PhongGL& self, const std::vector<Vector4>& positions) {
if(positions.size() != self.lightCount()) {
PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(positions.size()));
throw py::error_already_set{};
}
self.setLightPositions(positions);
}, "Light positions")
.def_property("light_colors", nullptr, [](Shaders::PhongGL& self, const std::vector<Color3>& colors) {
if(colors.size() != self.lightCount()) {
PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(colors.size()));
throw py::error_already_set{};
}
self.setLightColors(colors);
}, "Light colors")
.def_property("light_specular_colors", nullptr, [](Shaders::PhongGL& self, const std::vector<Color3>& colors) {
if(colors.size() != self.lightCount()) {
PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(colors.size()));
throw py::error_already_set{};
}
self.setLightSpecularColors(colors);
}, "Light specular colors")
.def_property("light_ranges", nullptr, [](Shaders::PhongGL& self, const std::vector<Float>& ranges) {
if(ranges.size() != self.lightCount()) {
PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(ranges.size()));
throw py::error_already_set{};
}
self.setLightRanges(ranges);
}, "Light ranges")
.def("bind_ambient_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) {
if(!(self.flags() & Shaders::PhongGL::Flag::AmbientTexture)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with ambient texture enabled");
throw py::error_already_set{};
}
self.bindAmbientTexture(texture);
}, "Bind an ambient texture")
.def("bind_diffuse_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) {
if(!(self.flags() & Shaders::PhongGL::Flag::DiffuseTexture)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with diffuse texture enabled");
throw py::error_already_set{};
}
self.bindDiffuseTexture(texture);
}, "Bind a diffuse texture")
.def("bind_specular_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) {
if(!(self.flags() & Shaders::PhongGL::Flag::SpecularTexture)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with specular texture enabled");
throw py::error_already_set{};
}
self.bindSpecularTexture(texture);
}, "Bind a specular texture")
.def("bind_normal_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) {
if(!(self.flags() & Shaders::PhongGL::Flag::NormalTexture)) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with normal texture enabled");
throw py::error_already_set{};
}
self.bindNormalTexture(texture);
}, "Bind a normal texture")
.def("bind_textures", [](Shaders::PhongGL& self, GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) {
if(!(self.flags() & (Shaders::PhongGL::Flag::AmbientTexture|Shaders::PhongGL::Flag::DiffuseTexture|Shaders::PhongGL::Flag::SpecularTexture|Shaders::PhongGL::Flag::NormalTexture))) {
PyErr_SetString(PyExc_AttributeError, "the shader was not created with any textures enabled");
throw py::error_already_set{};
}
self.bindTextures(ambient, diffuse, specular, normal);
}, "Bind textures", py::arg("ambient") = nullptr, py::arg("diffuse") = nullptr, py::arg("specular") = nullptr, py::arg("normal") = nullptr)
;
}
/* 2D/3D vector shader */
{
PyNonDestructibleClass<Shaders::VectorGL2D, GL::AbstractShaderProgram> vectorGL2D{m,
"VectorGL2D", "2D vector OpenGL shader"};
PyNonDestructibleClass<Shaders::VectorGL3D, GL::AbstractShaderProgram> vectorGL3D{m,
"VectorGL3D", "3D vector OpenGL shader"};
/* The flags are currently the same type for both 2D and 3D and pybind
doesn't want to have a single type registered twice, so doing it
this way instead */
py::enum_<Shaders::VectorGL2D::Flag> flags{vectorGL2D, "Flags", "Flags"};
flags
.value("TEXTURE_TRANSFORMATION", Shaders::VectorGL2D::Flag::TextureTransformation)
.value("NONE", Shaders::VectorGL2D::Flag{})
;
vectorGL3D.attr("Flags") = flags;
vector(vectorGL2D);
vector(vectorGL3D);
corrade::enumOperators(flags);
}
}
}
#ifndef MAGNUM_BUILD_STATIC
/* TODO: remove declaration when https://github.com/pybind/pybind11/pull/1863
is released */
extern "C" PYBIND11_EXPORT PyObject* PyInit_shaders();
PYBIND11_MODULE(shaders, m) {
magnum::shaders(m);
}
#endif