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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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#include "VertexColor.h"
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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namespace {
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template<UnsignedInt> constexpr const char* vertexShaderName();
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template<> constexpr const char* vertexShaderName<2>() { return "VertexColor2D.vert"; }
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template<> constexpr const char* vertexShaderName<3>() { return "VertexColor3D.vert"; }
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}
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template<UnsignedInt dimensions> VertexColor<dimensions>::VertexColor() {
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumShaders"))
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importShaderResources();
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#endif
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Utility::Resource rs("MagnumShaders");
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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vert.addSource(rs.get("generic.glsl"))
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.addSource(rs.get(vertexShaderName<dimensions>()));
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frag.addSource(rs.get("VertexColor.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#else
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if(!GL::Context::current().isVersionSupported(GL::Version::GLES300))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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bindAttributeLocation(Color::Location, "color");
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}
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix");
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}
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
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#ifdef MAGNUM_TARGET_GLES
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setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{});
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#endif
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}
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template class VertexColor<2>;
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template class VertexColor<3>;
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}}
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