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#ifndef Magnum_Magnum_h
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#define Magnum_Magnum_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 Forward declarations for the @ref Magnum namespace
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*/
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#include <Corrade/Utility/Utility.h>
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#include "Magnum/Types.h"
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#include "Magnum/Math/Math.h"
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#ifndef DOXYGEN_GENERATING_OUTPUT
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typedef unsigned int GLenum; /* Needed for *Format and *Type enums */
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#endif
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namespace Magnum {
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namespace Math {
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#ifndef DOXYGEN_GENERATING_OUTPUT
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template<class> struct Constants;
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#ifdef MAGNUM_BUILD_DEPRECATED
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namespace Literals {
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constexpr Rad<Double> operator "" _rad(long double);
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constexpr Deg<Double> operator "" _deg(long double);
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constexpr Rad<Float> operator "" _radf(long double);
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constexpr Deg<Float> operator "" _degf(long double);
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}
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#endif
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#endif
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}
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/* Bring whole Corrade namespace */
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using namespace Corrade;
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/* Bring debugging facility from Corrade::Utility namespace */
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using Corrade::Utility::Debug;
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using Corrade::Utility::Warning;
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using Corrade::Utility::Error;
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using Corrade::Utility::Fatal;
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#ifdef DOXYGEN_GENERATING_OUTPUT
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/**
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@brief Build with deprecated API included
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Defined if the library contains deprecated API (which will be removed in the
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future). To preserve backward compatibility, Magnum is by default built with
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deprecated API included.
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@see @ref building, @ref cmake
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*/
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#define MAGNUM_BUILD_DEPRECATED
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/* (enabled by default) */
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/**
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@brief Static library build
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Defined if built as static libraries. Default are shared libraries.
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@see @ref building, @ref cmake
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*/
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#define MAGNUM_BUILD_STATIC
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#undef MAGNUM_BUILD_STATIC
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/**
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@brief Multi-threaded build
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Defined if the library is built in a way that allows multiple thread-local
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Magnum contexts. Enabled by default.
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@see @ref building, @ref cmake, @ref Magnum::Context::current() "Context::current()"
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*/
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#define MAGNUM_BUILD_MULTITHREADED
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#undef MAGNUM_BUILD_MULTITHREADED
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/**
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@brief OpenGL ES target
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Defined if the engine is built for OpenGL ES 3.0 or OpenGL ES 2.0.
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@see @ref MAGNUM_TARGET_GLES2, @ref MAGNUM_TARGET_GLES3,
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@ref MAGNUM_TARGET_DESKTOP_GLES, @ref building, @ref cmake
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*/
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#define MAGNUM_TARGET_GLES
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#undef MAGNUM_TARGET_GLES
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/**
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@brief OpenGL ES 2.0 target
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Defined if the engine is built for OpenGL ES 2.0. Implies also
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@ref MAGNUM_TARGET_GLES.
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@see @ref MAGNUM_TARGET_GLES3, @ref MAGNUM_TARGET_DESKTOP_GLES, @ref building,
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@ref cmake
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*/
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#define MAGNUM_TARGET_GLES2
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#undef MAGNUM_TARGET_GLES2
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/**
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@brief OpenGL ES 3.0 target
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Defined if the engine is built for OpenGL ES 3.0. Implies also
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@ref MAGNUM_TARGET_GLES.
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@see @ref MAGNUM_TARGET_GLES2, @ref MAGNUM_TARGET_DESKTOP_GLES, @ref building,
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@ref cmake
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*/
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#define MAGNUM_TARGET_GLES3
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#undef MAGNUM_TARGET_GLES3
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/**
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@brief Desktop emulation of OpenGL ES target
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Defined if the engine is built for OpenGL ES 3.0 or OpenGL ES 2.0 emulated
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within standard desktop OpenGL. Implies also @ref MAGNUM_TARGET_GLES.
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@see @ref MAGNUM_TARGET_GLES2, @ref MAGNUM_TARGET_GLES3, @ref building,
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@ref cmake
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*/
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#define MAGNUM_TARGET_DESKTOP_GLES
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#undef MAGNUM_TARGET_DESKTOP_GLES
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/**
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@brief WebGL target
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Defined if the engine is built for WebGL (using Emscripten). WebGL is nearly
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equivalent to OpenGL ES 2.0, thus in most cases you don't need to treat it
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differently, but there are some
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[specific restrictions and features](http://www.khronos.org/registry/webgl/specs/latest/1.0/#6)
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which you might want to be aware of. Implies also @ref MAGNUM_TARGET_GLES and
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@ref MAGNUM_TARGET_GLES2.
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@see @ref CORRADE_TARGET_EMSCRIPTEN, @ref building, @ref cmake
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*/
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#define MAGNUM_TARGET_WEBGL
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#undef MAGNUM_TARGET_WEBGL
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/**
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@brief Headless target
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Defined if the engine is built for use on a headless machine (without any
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graphical desktop environment). Basically it means that EGL with no display
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attachment is being used everywhere instead of platform-specific toolkits like
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CGL, GLX or WGL. Note that this might not be supported on all platforms, see
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@ref Magnum::Platform::WindowlessEglApplication "Platform::WindowlessEglApplication"
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for more information.
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*/
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#define MAGNUM_TARGET_HEADLESS
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#undef MAGNUM_TARGET_HEADLESS
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#endif
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/** @{ @name Basic type definitions
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See @ref types for more information.
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*/
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/** @brief Unsigned byte (8bit) */
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typedef std::uint8_t UnsignedByte;
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/** @brief Signed byte (8bit) */
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typedef std::int8_t Byte;
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/** @brief Unsigned short (16bit) */
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typedef std::uint16_t UnsignedShort;
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/** @brief Signed short (16bit) */
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typedef std::int16_t Short;
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/**
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@brief Unsigned int (32bit)
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Equivalent to GLSL @glsl uint @ce.
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@m_keyword{uint,GLSL uint,}
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*/
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typedef std::uint32_t UnsignedInt;
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/**
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@brief Signed int (32bit)
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Equivalent to GLSL @glsl int @ce.
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@m_keyword{int,GLSL int,}
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*/
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typedef std::int32_t Int;
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#ifndef MAGNUM_TARGET_WEBGL
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/**
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@brief Unsigned long (64bit)
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@requires_gles 64-bit integers are not available in WebGL.
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*/
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typedef std::uint64_t UnsignedLong;
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/**
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@brief Signed long (64bit)
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@requires_gles 64-bit integers are not available in WebGL.
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*/
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typedef std::int64_t Long;
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#endif
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/**
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@brief Float (32bit)
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Equivalent to GLSL @glsl float @ce.
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@m_keyword{float,GLSL float,}
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*/
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typedef float Float;
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/** @brief Half (16bit) */
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typedef Math::Half Half;
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/**
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@brief Two-component float vector
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Equivalent to GLSL @glsl vec2 @ce.
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@m_keyword{vec2,GLSL vec2,}
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*/
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typedef Math::Vector2<Float> Vector2;
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/**
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@brief Three-component float vector
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Equivalent to GLSL @glsl vec3 @ce.
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@m_keyword{vec3,GLSL vec3,}
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*/
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typedef Math::Vector3<Float> Vector3;
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/**
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@brief Four-component float vector
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Equivalent to GLSL @glsl vec4 @ce.
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@m_keyword{vec4,GLSL vec4,}
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*/
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typedef Math::Vector4<Float> Vector4;
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/**
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@brief Two-component unsigned integer vector
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Equivalent to GLSL @glsl uvec2 @ce.
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@m_keyword{uvec2,GLSL uvec2,}
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*/
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typedef Math::Vector2<UnsignedInt> Vector2ui;
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/**
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@brief Three-component unsigned integer vector
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Equivalent to GLSL @glsl uvec3 @ce.
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@m_keyword{uvec3,GLSL uvec3,}
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*/
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typedef Math::Vector3<UnsignedInt> Vector3ui;
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/**
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@brief Four-component unsigned integer vector
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Equivalent to GLSL @glsl uvec4 @ce.
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@m_keyword{uvec4,GLSL uvec4,}
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*/
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typedef Math::Vector4<UnsignedInt> Vector4ui;
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/**
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@brief Two-component signed integer vector
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Equivalent to GLSL @glsl ivec2 @ce.
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@m_keyword{ivec2,GLSL ivec2,}
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*/
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typedef Math::Vector2<Int> Vector2i;
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/**
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@brief Three-component signed integer vector
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Equivalent to GLSL @glsl ivec3 @ce.
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@m_keyword{ivec3,GLSL ivec3,}
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*/
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typedef Math::Vector3<Int> Vector3i;
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/**
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@brief Four-component signed integer vector
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Equivalent to GLSL @glsl ivec4 @ce.
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@m_keyword{ivec4,GLSL ivec4,}
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*/
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typedef Math::Vector4<Int> Vector4i;
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/** @brief Three-component (RGB) float color */
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typedef Math::Color3<Float> Color3;
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/** @brief Four-component (RGBA) float color */
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typedef Math::Color4<Float> Color4;
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Math: sRGB support in Color classes.
At first I designed a hugely disrupting change that basically deprecated
everything related to 8-bit linear RGB colors, but then I took a step
back and reconsidered 8-bit linear RGB as a valid use case.
The documentation of Color classes, typedefs and literals was clarified
to mention that these classes should always represent linear RGB and
that 8-bit colors are commonly treated as *not* linear and one should be
aware of it.
There is now a new Color3::fromSrgb() and Color3::toSrgb() that converts
from sRGB representation to a linear RGB usable for calculations and
then back. For four-component colors, there is now
Color4::fromSrgbAlpha() and Color4::toSrgbAlpha(). Similarly to what
OpenGL sRGB behavior is regarding to alpha, the alpha channel is kept
linear, that's why I'm also calling it sRGB + alpha instead of sRGBA.
Besides that, there are four new literals _srgb, _srgba, _srgbf and
_srgbaf that have different semantics to support the sRGB workflow. The
8-bit versions are equivalent to _rgb and _rgba, though they don't
return Color3 but a non-color Vector3 to hint that the result is not a
linear RGB color. Main purpose of these is documentation. The float
versions apply an inverse sRGB curve to the input, returning a linear
RGB color.
10 years ago
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/**
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@brief Three-component (RGB) unsigned byte color
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@attention 8bit-per-channel colors are commonly treated as being in sRGB color
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space, which is not directly usable in calculations and has to be converted
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to linear RGB first. Use @ref Color3::fromSrgb() and @ref Color3::toSrgb()
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for proper sRGB handling.
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*/
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typedef Math::Color3<UnsignedByte> Color3ub;
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Math: sRGB support in Color classes.
At first I designed a hugely disrupting change that basically deprecated
everything related to 8-bit linear RGB colors, but then I took a step
back and reconsidered 8-bit linear RGB as a valid use case.
The documentation of Color classes, typedefs and literals was clarified
to mention that these classes should always represent linear RGB and
that 8-bit colors are commonly treated as *not* linear and one should be
aware of it.
There is now a new Color3::fromSrgb() and Color3::toSrgb() that converts
from sRGB representation to a linear RGB usable for calculations and
then back. For four-component colors, there is now
Color4::fromSrgbAlpha() and Color4::toSrgbAlpha(). Similarly to what
OpenGL sRGB behavior is regarding to alpha, the alpha channel is kept
linear, that's why I'm also calling it sRGB + alpha instead of sRGBA.
Besides that, there are four new literals _srgb, _srgba, _srgbf and
_srgbaf that have different semantics to support the sRGB workflow. The
8-bit versions are equivalent to _rgb and _rgba, though they don't
return Color3 but a non-color Vector3 to hint that the result is not a
linear RGB color. Main purpose of these is documentation. The float
versions apply an inverse sRGB curve to the input, returning a linear
RGB color.
10 years ago
|
|
|
/**
|
|
|
|
|
@brief Four-component (RGBA) unsigned byte color
|
|
|
|
|
|
|
|
|
|
@attention 8bit-per-channel colors are commonly treated as being in sRGB color
|
|
|
|
|
space, which is not directly usable in calculations and has to be converted
|
|
|
|
|
to linear RGB first. Use @ref Color4::fromSrgbAlpha() and
|
|
|
|
|
@ref Color4::toSrgbAlpha() for proper sRGB handling.
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Color4<UnsignedByte> Color4ub;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 3x3 float transformation matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat3 @ce.
|
|
|
|
|
@see @ref Matrix3x3
|
|
|
|
|
@m_keyword{mat3,GLSL mat3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3<Float> Matrix3;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 4x4 float transformation matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat4 @ce.
|
|
|
|
|
@see @ref Matrix4x4
|
|
|
|
|
@m_keyword{mat4,GLSL mat4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4<Float> Matrix4;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 2x2 float matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat2x2 @ce.
|
|
|
|
|
@m_keyword{mat2x2,GLSL mat2x2,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix2x2<Float> Matrix2x2;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 3x3 float matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat3x3 @ce. Note that this is different from
|
|
|
|
|
@ref Matrix3, which contains additional functions for transformations in 2D.
|
|
|
|
|
@m_keyword{mat3x3,GLSL mat3x3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3x3<Float> Matrix3x3;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 4x4 float matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat4x4 @ce. Note that this is different from
|
|
|
|
|
@ref Matrix4, which contains additional functions for transformations in 3D.
|
|
|
|
|
@m_keyword{mat4x4,GLSL mat4x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4x4<Float> Matrix4x4;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Float matrix with 2 columns and 3 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat2x3 @ce.
|
|
|
|
|
@m_keyword{mat2x3,GLSL mat2x3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix2x3<Float> Matrix2x3;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Float matrix with 3 columns and 2 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat3x2 @ce.
|
|
|
|
|
@m_keyword{mat3x2,GLSL mat3x2,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3x2<Float> Matrix3x2;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Float matrix with 2 columns and 4 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat2x4 @ce.
|
|
|
|
|
@m_keyword{mat2x4,GLSL mat2x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix2x4<Float> Matrix2x4;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Float matrix with 4 columns and 2 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat2x4 @ce.
|
|
|
|
|
@m_keyword{mat2x4,GLSL mat2x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4x2<Float> Matrix4x2;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Float matrix with 3 columns and 4 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat3x4 @ce.
|
|
|
|
|
@m_keyword{mat3x4,GLSL mat3x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3x4<Float> Matrix3x4;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Float matrix with 4 columns and 3 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl mat4x3 @ce.
|
|
|
|
|
@m_keyword{mat4x3,GLSL mat4x3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4x3<Float> Matrix4x3;
|
|
|
|
|
|
|
|
|
|
/** @brief Float two-dimensional quadratic Bézier curve */
|
|
|
|
|
typedef Math::QuadraticBezier2D<Float> QuadraticBezier2D;
|
|
|
|
|
|
|
|
|
|
/** @brief Float three-dimensional quadratic Bézier curve */
|
|
|
|
|
typedef Math::QuadraticBezier3D<Float> QuadraticBezier3D;
|
|
|
|
|
|
|
|
|
|
/** @brief Float two-dimensional cubic Bézier curve */
|
|
|
|
|
typedef Math::CubicBezier2D<Float> CubicBezier2D;
|
|
|
|
|
|
|
|
|
|
/** @brief Float three-dimensional cubic Bézier curve */
|
|
|
|
|
typedef Math::CubicBezier3D<Float> CubicBezier3D;
|
|
|
|
|
|
|
|
|
|
/** @brief Float complex number */
|
|
|
|
|
typedef Math::Complex<Float> Complex;
|
|
|
|
|
|
|
|
|
|
/** @brief Float dual complex number */
|
|
|
|
|
typedef Math::DualComplex<Float> DualComplex;
|
|
|
|
|
|
|
|
|
|
/** @brief Float quaternion */
|
|
|
|
|
typedef Math::Quaternion<Float> Quaternion;
|
|
|
|
|
|
|
|
|
|
/** @brief Float dual quaternion */
|
|
|
|
|
typedef Math::DualQuaternion<Float> DualQuaternion;
|
|
|
|
|
|
|
|
|
|
/** @brief Float constants */
|
|
|
|
|
typedef Math::Constants<Float> Constants;
|
|
|
|
|
|
|
|
|
|
/** @brief Angle in float degrees */
|
|
|
|
|
typedef Math::Deg<Float> Deg;
|
|
|
|
|
|
|
|
|
|
/** @brief Angle in float radians */
|
|
|
|
|
typedef Math::Rad<Float> Rad;
|
|
|
|
|
|
|
|
|
|
/** @brief Float 1D range */
|
|
|
|
|
typedef Math::Range1D<Float> Range1D;
|
|
|
|
|
|
|
|
|
|
/** @brief Float 2D range */
|
|
|
|
|
typedef Math::Range2D<Float> Range2D;
|
|
|
|
|
|
|
|
|
|
/** @brief Float 3D range */
|
|
|
|
|
typedef Math::Range3D<Float> Range3D;
|
|
|
|
|
|
|
|
|
|
/** @brief Signed integer 1D range */
|
|
|
|
|
typedef Math::Range1D<Int> Range1Di;
|
|
|
|
|
|
|
|
|
|
/** @brief Signed integer 2D range */
|
|
|
|
|
typedef Math::Range2D<Int> Range2Di;
|
|
|
|
|
|
|
|
|
|
/** @brief Signed integer 3D range */
|
|
|
|
|
typedef Math::Range3D<Int> Range3Di;
|
|
|
|
|
|
|
|
|
|
/** @brief Float frustum */
|
|
|
|
|
typedef Math::Frustum<Float> Frustum;
|
|
|
|
|
|
|
|
|
|
/*@}*/
|
|
|
|
|
|
|
|
|
|
/** @{ @name Double-precision types
|
|
|
|
|
|
|
|
|
|
See @ref types for more information.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double (64bit)
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl double @ce.
|
|
|
|
|
@m_keyword{double,GLSL double,}
|
|
|
|
|
*/
|
|
|
|
|
typedef double Double;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Two-component double vector
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dvec2 @ce.
|
|
|
|
|
@m_keyword{dvec2,GLSL dvec2,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Vector2<Double> Vector2d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Three-component double vector
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dvec3 @ce.
|
|
|
|
|
@m_keyword{dvec3,GLSL dvec3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Vector3<Double> Vector3d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Four-component double vector
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dvec4 @ce.
|
|
|
|
|
@m_keyword{dvec4,GLSL dvec4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Vector4<Double> Vector4d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 3x3 double transformation matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat3 @ce.
|
|
|
|
|
@see @ref Matrix3x3d
|
|
|
|
|
@m_keyword{dmat3,GLSL dmat3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3<Double> Matrix3d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 4x4 double transformation matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat4 @ce.
|
|
|
|
|
@see @ref Matrix4x4d
|
|
|
|
|
@m_keyword{dmat4,GLSL dmat4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4<Double> Matrix4d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 2x2 double matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat2x2 @ce.
|
|
|
|
|
@m_keyword{dmat2x2,GLSL dmat2x2,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix2x2<Double> Matrix2x2d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 3x3 double matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat3x3 @ce. Note that this is different from
|
|
|
|
|
@ref Matrix3d, which contains additional functions for transformations in 2D.
|
|
|
|
|
@m_keyword{dmat3x3,GLSL dmat3x3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3x3<Double> Matrix3x3d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief 4x4 double matrix
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat4x4 @ce. Note that this is different from
|
|
|
|
|
@ref Matrix4d, which contains additional functions for transformations in 3D.
|
|
|
|
|
@m_keyword{dmat4x4,GLSL dmat4x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4x4<Double> Matrix4x4d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double matrix with 2 columns and 3 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat2x3 @ce.
|
|
|
|
|
@m_keyword{dmat2x3,GLSL dmat2x3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix2x3<Double> Matrix2x3d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double matrix with 3 columns and 2 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat3x2 @ce.
|
|
|
|
|
@m_keyword{dmat3x2,GLSL dmat3x2,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3x2<Double> Matrix3x2d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double matrix with 2 columns and 4 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat2x4 @ce.
|
|
|
|
|
@m_keyword{dmat2x4,GLSL dmat2x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix2x4<Double> Matrix2x4d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double matrix with 4 columns and 2 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat4x2 @ce.
|
|
|
|
|
@m_keyword{dmat4x2,GLSL dmat4x2,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4x2<Double> Matrix4x2d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double matrix with 3 columns and 4 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat3x4 @ce.
|
|
|
|
|
@m_keyword{dmat3x4,GLSL dmat3x4,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix3x4<Double> Matrix3x4d;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Double matrix with 4 columns and 3 rows
|
|
|
|
|
|
|
|
|
|
Equivalent to GLSL @glsl dmat4x3 @ce.
|
|
|
|
|
@m_keyword{dmat4x3,GLSL dmat4x3,}
|
|
|
|
|
*/
|
|
|
|
|
typedef Math::Matrix4x3<Double> Matrix4x3d;
|
|
|
|
|
|
|
|
|
|
/** @brief Double two-dimensional quadratic Bézier curve */
|
|
|
|
|
typedef Math::QuadraticBezier2D<Float> QuadraticBezier2Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double three-dimensional quadratic Bézier curve */
|
|
|
|
|
typedef Math::QuadraticBezier3D<Float> QuadraticBezier3Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double two-dimensional cubic Bézier curve */
|
|
|
|
|
typedef Math::CubicBezier2D<Float> CubicBezier2Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double three-dimensional cubic Bézier curve */
|
|
|
|
|
typedef Math::CubicBezier3D<Float> CubicBezier3Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double complex number */
|
|
|
|
|
typedef Math::Complex<Double> Complexd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double dual complex number */
|
|
|
|
|
typedef Math::DualComplex<Double> DualComplexd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double quaternion */
|
|
|
|
|
typedef Math::Quaternion<Double> Quaterniond;
|
|
|
|
|
|
|
|
|
|
/** @brief Double dual quaternion */
|
|
|
|
|
typedef Math::DualQuaternion<Double> DualQuaterniond;
|
|
|
|
|
|
|
|
|
|
/** @brief Double constants */
|
|
|
|
|
typedef Math::Constants<Double> Constantsd;
|
|
|
|
|
|
|
|
|
|
/** @brief Angle in double degrees */
|
|
|
|
|
typedef Math::Deg<Double> Degd;
|
|
|
|
|
|
|
|
|
|
/** @brief Angle in double radians */
|
|
|
|
|
typedef Math::Rad<Double> Radd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double 1D range */
|
|
|
|
|
typedef Math::Range1D<Double> Range1Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double 2D range */
|
|
|
|
|
typedef Math::Range2D<Double> Range2Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double 3D range */
|
|
|
|
|
typedef Math::Range3D<Double> Range3Dd;
|
|
|
|
|
|
|
|
|
|
/** @brief Double frustum */
|
|
|
|
|
typedef Math::Frustum<Double> Frustumd;
|
|
|
|
|
|
|
|
|
|
/*@}*/
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
using Math::Literals::operator "" _deg;
|
|
|
|
|
using Math::Literals::operator "" _rad;
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using Math::Literals::operator "" _degf;
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using Math::Literals::operator "" _radf;
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#endif
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/* Forward declarations for all types in root namespace */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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/* FramebufferClear[Mask], FramebufferBlit[Mask], FramebufferBlitFilter,
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FramebufferTarget enums used only directly with framebuffer instance */
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class AbstractFramebuffer;
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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class AbstractQuery;
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#endif
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class AbstractShaderProgram;
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class AbstractTexture;
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template<UnsignedInt, class T> class Array;
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template<class T> class Array1D;
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template<class T> class Array2D;
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template<class T> class Array3D;
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template<UnsignedInt, class> class Attribute;
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enum class BufferUsage: GLenum;
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class Buffer;
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#ifndef MAGNUM_TARGET_GLES2
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template<UnsignedInt> class BufferImage;
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typedef BufferImage<1> BufferImage1D;
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typedef BufferImage<2> BufferImage2D;
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typedef BufferImage<3> BufferImage3D;
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template<UnsignedInt> class CompressedBufferImage;
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typedef CompressedBufferImage<1> CompressedBufferImage1D;
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typedef CompressedBufferImage<2> CompressedBufferImage2D;
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typedef CompressedBufferImage<3> CompressedBufferImage3D;
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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class BufferTexture;
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enum class BufferTextureFormat: GLenum;
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#endif
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class Context;
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class CubeMapTexture;
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enum class CubeMapCoordinate: GLenum;
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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class CubeMapTextureArray;
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#endif
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/* DebugOutput, DebugMessage, DebugGroup used only statically */
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/* DefaultFramebuffer is available only through global instance */
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/* DimensionTraits forward declaration is not needed */
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class Extension;
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class Framebuffer;
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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enum class ImageFormat: GLenum;
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enum class ImageAccess: GLenum;
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#endif
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template<UnsignedInt> class Image;
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typedef Image<1> Image1D;
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typedef Image<2> Image2D;
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typedef Image<3> Image3D;
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template<UnsignedInt> class CompressedImage;
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typedef CompressedImage<1> CompressedImage1D;
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typedef CompressedImage<2> CompressedImage2D;
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typedef CompressedImage<3> CompressedImage3D;
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template<UnsignedInt> class ImageView;
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typedef ImageView<1> ImageView1D;
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typedef ImageView<2> ImageView2D;
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typedef ImageView<3> ImageView3D;
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template<UnsignedInt> class CompressedImageView;
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typedef CompressedImageView<1> CompressedImageView1D;
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typedef CompressedImageView<2> CompressedImageView2D;
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typedef CompressedImageView<3> CompressedImageView3D;
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enum class MeshPrimitive: GLenum;
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class Mesh;
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class MeshView;
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/* MultisampleTextureSampleLocations enum used only in the function */
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template<UnsignedInt> class MultisampleTexture;
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typedef MultisampleTexture<2> MultisampleTexture2D;
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typedef MultisampleTexture<3> MultisampleTexture2DArray;
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#endif
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Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
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enum class PixelFormat: GLenum;
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enum class PixelType: GLenum;
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enum class CompressedPixelFormat: GLenum;
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class PixelStorage;
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#ifndef MAGNUM_TARGET_GLES
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class CompressedPixelStorage;
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#endif
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/* ObjectFlag, ObjectFlags are used only in conjunction with *::wrap() function */
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class PrimitiveQuery;
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class SampleQuery;
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class TimeQuery;
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#ifndef MAGNUM_TARGET_GLES
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class RectangleTexture;
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#endif
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class Renderbuffer;
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enum class RenderbufferFormat: GLenum;
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enum class ResourceState: UnsignedByte;
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enum class ResourceDataState: UnsignedByte;
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enum class ResourcePolicy: UnsignedByte;
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template<class T, class U = T> class Resource;
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class ResourceKey;
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template<class...> class ResourceManager;
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|
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class Sampler;
|
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class Shader;
|
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template<UnsignedInt> class Texture;
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#ifndef MAGNUM_TARGET_GLES
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typedef Texture<1> Texture1D;
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#endif
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typedef Texture<2> Texture2D;
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|
|
|
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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|
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typedef Texture<3> Texture3D;
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|
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#endif
|
|
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|
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|
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|
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#ifndef MAGNUM_TARGET_GLES2
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|
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template<UnsignedInt> class TextureArray;
|
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|
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#ifndef MAGNUM_TARGET_GLES
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typedef TextureArray<1> Texture1DArray;
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#endif
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typedef TextureArray<2> Texture2DArray;
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#endif
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enum class TextureFormat: GLenum;
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#ifndef MAGNUM_TARGET_GLES2
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|
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class TransformFeedback;
|
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#endif
|
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class Timeline;
|
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enum class Version: Int;
|
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#endif
|
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|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|