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#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
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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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/** @file
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* @brief Class @ref Magnum::Shaders::VertexColor
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*/
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#include "Magnum/AbstractShaderProgram.h"
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.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 vertex-colored mesh. You need to provide @ref Position and @ref Color
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attributes in your triangle mesh and call at least
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@ref setTransformationProjectionMatrix().
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@image html shaders-vertexcolor.png
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@image latex shaders-vertexcolor.png
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@section Shaders-VertexColor-example Example usage
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Common mesh setup. Note the explicit specification of components for the color
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attribute --- the shader accepts four-component color attribute but, similarly
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to all other attributes, it's possible to supply also three-component colors if
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alpha is not important.
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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 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", @ref Vector2 in 2D,
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* @ref Vector3 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 Vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Color4, however
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* defaults to @ref Color3 if @ref MAGNUM_BUILD_DEPRECATED is defined.
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* See the @ref Generic::Color for more information.
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*/
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typedef typename Generic<dimensions>::Color Color;
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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 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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*/
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explicit VertexColor(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {}
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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 identity matrix.
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*/
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VertexColor<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) {
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setUniform(_transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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private:
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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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