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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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namespace Magnum {
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/** @page portability Writing portable applications
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@brief How to support different platforms and different OpenGL capabilities within one codebase.
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@tableofcontents
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@section portability-target Target-specific code
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If %Magnum is compiled with e.g. OpenGL ES 2.0 support, some features present
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in desktop version are not available. It means that some classes, functions
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and enum values are simply not included in headers. It is designed this way to
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make porting easier -- it is better to fail at compile time on e.g. undefined
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enum value than fail at runtime in some corner case because given texture
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format is not supported.
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If you include @ref Magnum.h, you get these predefined macros:
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- @ref MAGNUM_TARGET_GLES if targeting OpenGL ES
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- @ref MAGNUM_TARGET_GLES2 if targeting OpenGL ES 2.0
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- @ref MAGNUM_TARGET_GLES3 if targeting OpenGL ES 3.0
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Example usage:
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@code
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#ifndef MAGNUM_TARGET_GLES
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Renderer::setPolygonMode(Renderer::PolygonMode::Lines);
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// draw mesh as wireframe...
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#else
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// use different mesh, as polygon mode is not supported in OpenGL ES...
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#endif
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@endcode
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Each feature is marked accordingly if it is not available in some targets. See
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also @ref requires-gl, @ref requires-gles20 and @ref requires-gles30.
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@section portability-compiler Compiler-specific code
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%Magnum is attempting to be future-proof and as intuitive for users as
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possible. Many features from C++11 are used to simplify things and make them
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faster and more secure, but on the other hand it requires fairly recent
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compiler with good enough support of the new standard. Currently %Magnum is
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written with GCC 4.8 and Clang 3.1 in mind, but support for some other
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compilers is also available and handled by Corrade library. See @ref Corrade.h
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for more information.
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Each feature is marked accordingly if it is not available on some compilers,
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see @ref SceneGraph::DrawableGroup3D for an example. It is up to you (or your
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platform) which compiler your code will support, code written for e.g. GCC 4.6
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will work also on Magnum compiled with support for newer compilers, although
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newer compilers may catch errors that weren't spotted by earlier versions.
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@section portability-extensions Extension-aware code
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Some functionality is depending on support of particular extension and thus
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the decision cannot be made at compile time. Header @ref Extensions.h contains
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list of extensions, which you can pass to @ref Context::isExtensionSupported()
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and decide based on that:
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@code
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if(Context::instance()->isExtensionSupported<GL::ARB::geometry_shader4>()) {
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// draw mesh with wireframe on top in one pass using geometry shader...
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} else {
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// draw underlying mesh...
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Renderer::setPolygonMode(Renderer::PolygonMode::Lines);
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// draw mesh as wirefreame in second pass...
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}
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@endcode
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You can also decide on particular OpenGL version using @ref Context::isVersionSupported(),
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but remember that some features from that version might be available even if
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the drivers don't expose that version.
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On the other hand, if you don't want to write fallback code for unsupported
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extensions, you can use macros @ref MAGNUM_ASSERT_EXTENSION_SUPPORTED() or
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@ref MAGNUM_ASSERT_VERSION_SUPPORTED() to add mandatory requirement of given
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extension or version:
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@code
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MAGNUM_ASSERT_EXTENSION_SUPPORTED(GL::ARB::geometry_shader4);
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// just use geometry shader and don't care about old hardware
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@endcode
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Each class, function or enum value is marked accordingly if it needs specific
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extension or specific OpenGL version. Various classes in %Magnum are taking
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advantage of some extensions and enable faster code paths if given extension is
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available, but also have proper fallback when it's not, see for example
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@ref AbstractShaderProgram-performance-optimization "AbstractShaderProgram",
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@ref AbstractTexture-performance-optimization "AbstractTexture" or
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@ref Mesh-performance-optimization "Mesh". See also @ref required-extensions.
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@section portability-shaders Writing portable shaders
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%Shaders are probably the most painful thing to port. There are many issues to
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address - different shader syntax (`in`/`out` vs. `attribute` and `varying`
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etc.), explicit vs. implicit methods to specify vertex attribute, uniform and
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texture uniform locations, required precision qualifiers in OpenGL ES etc.
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Shader class allows you to explicitly specify shader version and based on that
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you can decide on the syntax in your shader code. You can also use
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@ref Context::supportedVersion() to conveniently select highest supported
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version from a list:
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@code
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// MyShader.cpp
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Version version = Context::instance()->supportedVersion({Version::GL430, Version::GL330, Version::GL210});
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attachShader(Shader::fromFile(version, "MyShader.vert"));
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@endcode
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@code
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// MyShader.vert
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#if __VERSION__ < 130
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#define in attribute
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#define out varying
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#endif
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in vec4 position;
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in vec3 normal;
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out vec4 transformedNormal;
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void main() {
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// ...
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}
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@endcode
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It is often desirable to query extension presence based on actually used GLSL
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version -- while the extension might be supported in the driver, it might not
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be available in given GLSL version (e.g. causing compilation errors). You can
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use @ref Context::isExtensionSupported(Version) to check that the extension
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is present in given version:
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@code
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if(!Context::instance()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version)) {
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bindAttributeLocation(Position::Location, "position");
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// ...
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}
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@endcode
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See also @ref AbstractShaderProgram class documentation for information about
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specifying attribute location, uniform location and texture layer in various
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OpenGL versions.
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All shaders in @ref Shaders namespace support desktop OpenGL starting from
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version 2.1 and also OpenGL ES 2.0 and 3.0. Feel free to look into their
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sources to see how portability is handled there.
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@section portability-applications Platform-specific application support
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Your application might run on Windows box, on some embedded Linux or even in
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browser - each platform has different requirements how to create entry point
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to the application, how to handle input events, how to create window and
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OpenGL context etc. Namespace @ref Platform contains application base classes
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which are abstracting out most of it for your convenience.
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All the classes support limited form of static polymorphism, which means you
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can just switch to another base class and in many cases you won't need to
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change any other code. It has its limitations, though - some toolkits don't
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support all keys, mouse movement events etc.
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As mentioned in @ref platform, all the classes, macros and CMake variables have
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generic aliases, thus using different toolkit is in most cases only matter of
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replacing two lines of code.
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Example application, which targets both embedded Linux (using plain X and EGL)
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and desktop (using SDL2 toolkit). Thanks to static polymorphism most of the
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functions will work on both without changes, the main difference might (or
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might not, depending what you use) be in particular event handlers:
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@code
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#ifndef MAGNUM_TARGET_GLES
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#include <Platform/Sdl2Application.h>
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#else
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#include <Platform/XEglApplication.h>
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#endif
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class MyApplication: public Platform::Application {
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public:
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MyApplication(const Arguments& arguments);
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protected:
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void viewportEvent(const Vector2i& size) override;
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void drawEvent() override;
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void keyPressEvent(KeyEvent& event) override;
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};
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// ...
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MAGNUM_APPLICATION_MAIN(MyApplication)
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@endcode
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And corresponding CMake code. Note that we need to call `find_package()` twice,
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first to get variable `MAGNUM_TARGET_GLES` and then again to find proper
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application library based on its value:
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@code
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find_package(Magnum REQUIRED)
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if(MAGNUM_TARGET_GLES)
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find_package(Magnum REQUIRED Sdl2Application)
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else()
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find_package(Magnum REQUIRED XEglApplication)
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endif()
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include_directories(${MAGNUM_INCLUDE_DIRS} ${MAGNUM_APPLICATION_INCLUDE_DIRS})
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add_executable(myapplication MyApplication.cpp)
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target_link_libraries(myapplication
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${MAGNUM_LIBRARIES}
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${MAGNUM_APPLICATION_LIBRARIES})
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@endcode
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*/
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}
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