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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 method-chaining Method chaining
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@brief Little feature helping to reduce typing and encourage best practices.
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Method chaining ([Wikipedia](http://en.wikipedia.org/wiki/Method_chaining)) is a
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feature which allows you to chain method calls one after another without
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repeatedly specifying variable the method is called on. Its primary goal is to
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reduce unnecessary repeated names, improving code readability.
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%Magnum uses this feature mainly for configuring OpenGL objects (such as
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various mesh and framebuffer options, shader uniforms etc.). Because OpenGL was
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designed with "bind-to-modify" approach, most configuration calls internally
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need to bind the object first and only after that change the parameters (unless
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@extension{EXT,direct_state_access} extension is available to avoid this). To
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reduce unneeded bind calls, %Magnum binds the object only if it is not already
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bound somewhere. Method chaining encourages you to configure whole object in
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one run, effectively reducing the number of needed bindings. Consider the
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following example:
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@code
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Texture2D *carDiffuseTexture, *carSpecularTexture, *carBumpTexture;
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carDiffuseTexture->setStorage(5, TextureFormat::SRGB8);
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carSpecularTexture->setStorage(3, TextureFormat::R8);
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carBumpTexture->setStorage(5, TextureFormat::RGB8);
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carDiffuseTexture->setSubImage(0, {}, diffuse);
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carSpecularTexture->setSubImage(0, {}, specular;
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carBumpTexture->setSubImage(0, {}, bump);
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carDiffuseTexture->generateMipmap();
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carSpecularTexture->generateMipmap();
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carBumpTexture->generateMipmap();
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@endcode
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This code is written that similar configuration steps are grouped together,
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which might be good when somebody needs to change something for all three
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textures at once, but on the other hand the code is cluttered with repeated
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names and after each configuration step the texture must be rebound to another.
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With method chaining used the code looks much lighter and each object is
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configured in one run, reducing count of bind calls from 9 to 3.
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@code
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carDiffuseTexture->setStorage(5, TextureFormat::SRGB8)
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->setSubImage(0, {}, diffuse)
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->generateMipmap();
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carSpecularTexture->setStorage(3, TextureFormat::R8)
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->setSubImage(0, {}, diffuse)
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->generateMipmap();
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carBumpTexture->setStorage(5, TextureFormat::RGB8)
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->setSubImage(0, {}, bump)
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->generateMipmap();
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@endcode
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Method chaining is not used on non-configuring functions, such as Framebuffer::clear()
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or Mesh::draw(), as these won't be commonly used in conjunction with other
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functions anyway.
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Method chaining is also used in SceneGraph and other libraries and in some cases
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it allows you to just "configure and forget" without even saving the created
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object to some variable, for example when adding static object to an scene:
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@code
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Scene3D scene;
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(new MyObject(&scene))
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->rotateX(90.0_degf)
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->translate({-1.5f, 0.5f, 7.0f});
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@endcode
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In most cases method chaining methods return pointer to the object, because
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most of the objects are commonly created on the heap. The only exception are
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Shader methods, which return reference, because the class is commonly created
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as local variable in shader constructors.
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*/
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}
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