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#ifndef Magnum_Shaders_AbstractVector_h
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#define Magnum_Shaders_AbstractVector_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::AbstractVector, typedef @ref Magnum::Shaders::AbstractVector2D, @ref Magnum::Shaders::AbstractVector3D
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*/
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#include "Magnum/GL/AbstractShaderProgram.h"
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#include "Magnum/Shaders/Generic.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Base for vector shaders
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See @ref DistanceFieldVector and @ref Vector for more information.
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@see @ref shaders, @ref AbstractVector2D, @ref AbstractVector3D
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*/
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template<UnsignedInt dimensions> class AbstractVector: 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 2D texture coordinates
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector2 "Vector2".
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*/
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typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates;
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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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/** @brief Copying is not allowed */
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AbstractVector(const AbstractVector<dimensions>&) = delete;
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/** @brief Move constructor */
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AbstractVector(AbstractVector<dimensions>&&) noexcept = default;
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/** @brief Copying is not allowed */
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AbstractVector<dimensions>& operator=(const AbstractVector<dimensions>&) = delete;
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/** @brief Move assignment */
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AbstractVector<dimensions>& operator=(AbstractVector<dimensions>&&) noexcept = default;
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/**
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* @brief Bind vector texture
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* @return Reference to self (for method chaining)
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*
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* @see @ref DistanceFieldVector::Flag::TextureTransformation,
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* @ref Vector::Flag::TextureTransformation,
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* @ref DistanceFieldVector::setTextureMatrix(),
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* @ref Vector::setTextureMatrix()
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*/
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AbstractVector<dimensions>& bindVectorTexture(GL::Texture2D& texture);
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#ifndef DOXYGEN_GENERATING_OUTPUT
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protected:
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#else
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private:
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#endif
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/* Those textures are quite specific (and likely reused multiple times
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per frame for e.g. text rendering, so put them in a specific slot.
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Older iOS (and iOS WebGL) has only 8 texture units, so can't go
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above that. Unit 7 is used by TextureTools::DistanceField. */
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enum: Int { VectorTextureUnit = 6 };
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explicit AbstractVector(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
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explicit AbstractVector() = default;
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~AbstractVector() = default;
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};
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/** @brief Base for two-dimensional text shaders */
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typedef AbstractVector<2> AbstractVector2D;
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/** @brief Base for three-dimensional text shader */
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typedef AbstractVector<3> AbstractVector3D;
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}}
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#endif
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