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#ifndef Magnum_Magnum_h
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#define Magnum_Magnum_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Basic definitions and forward declarations for Magnum namespace
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*/
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#include <cstdint>
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#include <corradeConfigure.h>
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#include "Math/Math.h"
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#include "magnumConfigure.h"
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#ifndef MAGNUM_TARGET_GLES
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#include <GL/glew.h>
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#include <GL/glcorearb.h>
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#else
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#ifndef MAGNUM_TARGET_GLES2
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#include <GLES3/gl3.h>
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#else
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#endif
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#endif
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/**
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* @todo Link to libGL / libGLES based on which windowcontext is used in app
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* and whether GLES is enabled or not -- this allows us to use glx with
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* ES on nvidia/intel. Using libGL and EGL on nvidia is whole another
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* problem, though. How about windows? It won't allow unlinked DLLs, so
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* probably always link Magnum itself to GL library there. How about unit
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* tests not needing any of GL? -- different testing library?
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*/
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namespace Corrade {
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namespace Utility {
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class Debug;
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class Warning;
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class Error;
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}
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}
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namespace Magnum {
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namespace Math {
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template<class T> constexpr T deg(T value);
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template<class T> constexpr T rad(T value);
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template<class T> class Constants;
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}
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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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/** @brief Two-component floating-point vector */
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typedef Math::Vector2<GLfloat> Vector2;
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/** @brief Three-component floating-point vector */
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typedef Math::Vector3<GLfloat> Vector3;
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/** @brief Four-component floating-point vector */
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typedef Math::Vector4<GLfloat> Vector4;
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/** @brief Two-component signed integer vector */
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typedef Math::Vector2<GLint> Vector2i;
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/** @brief Three-component signed integer vector */
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typedef Math::Vector3<GLint> Vector3i;
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/** @brief Four-component signed integer vector */
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typedef Math::Vector4<GLint> Vector4i;
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/** @brief Two-component unsigned integer vector */
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typedef Math::Vector2<GLuint> Vector2ui;
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/** @brief Three-component unsigned integer vector */
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typedef Math::Vector3<GLuint> Vector3ui;
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/** @brief Four-component unsigned integer vector */
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typedef Math::Vector4<GLuint> Vector4ui;
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/** @brief Two-dimensional floating-point homogeneous coordinates */
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typedef Math::Point2D<GLfloat> Point2D;
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/** @brief Three-dimensional floating-point homogeneous coordinates */
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typedef Math::Point3D<GLfloat> Point3D;
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/** @brief 3x3 floating-point matrix */
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typedef Math::Matrix3<GLfloat> Matrix3;
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/** @brief 4x4 floating-point matrix */
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typedef Math::Matrix4<GLfloat> Matrix4;
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/** @brief Quaternion */
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typedef Math::Quaternion<GLfloat> Quaternion;
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/** @brief Floating-point constants */
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/* Using float instead of GLfloat to not break KDevelop autocompletion */
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typedef Math::Constants<float> Constants;
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/** @brief Floating-point rectangle */
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typedef Math::Geometry::Rectangle<GLfloat> Rectangle;
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/** @brief Integer rectangle */
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typedef Math::Geometry::Rectangle<GLint> Rectanglei;
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/* Copying angle converters from Math namespace */
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using Math::deg;
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using Math::rad;
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/* Forward declarations for all types in root namespace */
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class AbstractFramebuffer;
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class AbstractImage;
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class AbstractShaderProgram;
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class AbstractTexture;
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template<std::uint8_t, 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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class Buffer;
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#ifndef MAGNUM_TARGET_GLES2
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template<std::uint8_t> 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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#endif
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#ifndef MAGNUM_TARGET_GLES
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class BufferTexture;
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#endif
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template<class T = GLfloat> class Color3;
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template<class T = GLfloat> class Color4;
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enum class Version: GLint;
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class Context;
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class CubeMapTexture;
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#ifndef MAGNUM_TARGET_GLES
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class CubeMapTextureArray;
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#endif
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/* DebugMarker forward declaration is not needed */
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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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template<std::uint8_t> 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<std::uint8_t> class ImageWrapper;
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typedef ImageWrapper<1> ImageWrapper1D;
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typedef ImageWrapper<2> ImageWrapper2D;
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typedef ImageWrapper<3> ImageWrapper3D;
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class IndexedMesh;
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class Mesh;
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class Query;
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class Renderbuffer;
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enum class ResourceState: std::uint8_t;
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enum class ResourceDataState: std::uint8_t;
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enum class ResourcePolicy: std::uint8_t;
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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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class Shader;
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template<std::uint8_t> 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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typedef Texture<3> Texture3D;
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class Timeline;
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}
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#endif
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