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#ifndef Magnum_Shaders_Flat_h
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#define Magnum_Shaders_Flat_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::Flat, typedef @ref Magnum::Shaders::Flat2D, @ref Magnum::Shaders::Flat3D
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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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namespace Implementation {
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enum class FlatFlag: UnsignedByte { Textured = 1 << 0 };
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typedef Containers::EnumSet<FlatFlag> FlatFlags;
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}
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/**
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@brief Flat shader
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Draws whole mesh with given unshaded color or texture. For colored mesh you
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need to provide @ref Position attribute in your triangle mesh and call at least
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@ref setTransformationProjectionMatrix() and @ref setColor().
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If you want to use texture, you need to provide also @ref TextureCoordinates
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attribute. Pass @ref Flag::Textured to constructor and then at render time
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don't forget to set also the texture via @ref setTexture(). The texture is
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multipled by the color, which is by default set to fully opaque white if
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texturing is enabled.
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For coloring the texture based on intensity you can use the @ref Vector shader.
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@image html shaders-flat.png
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@section Shaders-Flat-usage Example usage
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@subsection Shaders-Flat-usage-colored Colored mesh
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Common mesh setup:
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@snippet MagnumShaders.cpp Flat-usage-colored1
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Common rendering setup:
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@snippet MagnumShaders.cpp Flat-usage-colored2
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@subsection Shaders-Flat-usage-textured Textured mesh
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Common mesh setup:
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@snippet MagnumShaders.cpp Flat-usage-textured1
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Common rendering setup:
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@snippet MagnumShaders.cpp Flat-usage-textured2
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@see @ref shaders, @ref Flat2D, @ref Flat3D
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: 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 2D texture coordinates
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*
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* @ref shaders-generic "Generic attribute", @ref Vector2. Used only if
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* @ref Flag::Textured is set.
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*/
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typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates;
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#ifdef DOXYGEN_GENERATING_OUTPUT
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/**
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* @brief Flag
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*
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* @see @ref Flags, @ref flags()
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*/
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enum class Flag: UnsignedByte {
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Textured = 1 << 0 /**< The shader uses texture instead of color */
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};
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/**
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* @brief Flags
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*
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* @see @ref flags()
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*/
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typedef Containers::EnumSet<Flag> Flags;
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#else
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typedef Implementation::FlatFlag Flag;
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typedef Implementation::FlatFlags Flags;
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#endif
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/**
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* @brief Constructor
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* @param flags Flags
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*/
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explicit Flat(Flags flags = {});
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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 Flat(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {}
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/** @brief Flags */
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Flags flags() const { return _flags; }
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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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Flat<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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/**
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* @brief Set color
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* @return Reference to self (for method chaining)
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*
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* If @ref Flag::Textured is set, default value is
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* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with
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* texture.
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* @see @ref setTexture()
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*/
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Flat<dimensions>& setColor(const Color4& color){
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setUniform(_colorUniform, color);
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return *this;
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}
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/**
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* @brief Set texture
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* @return Reference to self (for method chaining)
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*
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* Has effect only if @ref Flag::Textured is set.
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* @see @ref setColor()
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*/
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Flat<dimensions>& setTexture(Texture2D& texture);
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private:
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Flags _flags;
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Int _transformationProjectionMatrixUniform{0},
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_colorUniform{1};
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};
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/** @brief 2D flat shader */
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typedef Flat<2> Flat2D;
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/** @brief 3D flat shader */
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typedef Flat<3> Flat3D;
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CORRADE_ENUMSET_OPERATORS(Implementation::FlatFlags)
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}}
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#endif
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