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#ifndef Magnum_Shaders_VertexColor_h
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#define Magnum_Shaders_VertexColor_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, 2019,
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2020 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::VertexColor
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*/
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/GL/AbstractShaderProgram.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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/**
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@brief Vertex color shader
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Draws a vertex-colored mesh. You need to provide @ref Position and @ref Color3
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/ @ref Color4 attributes in your triangle mesh. By default, the shader renders
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the mesh in an identity transformation. Use
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@ref setTransformationProjectionMatrix() to configure the shader.
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@image html shaders-vertexcolor.png width=256px
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This shader is equivalent to @ref Flat with @ref Flat::Flag::VertexColor
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enabled; the 3D version of this shader is equivalent to @ref Phong with
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@ref Phong::Flag::VertexColor enabled. In both cases this implementation is
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much simpler and thus likely also faster.
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Alpha / transparency is supported by the shader implicitly, but to have it
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working on the framebuffer, you need to enable
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@ref GL::Renderer::Feature::Blending and set up the blending function. See
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@ref GL::Renderer::setBlendFunction() for details.
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@section Shaders-VertexColor-example Example usage
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Common mesh setup. The shader accepts either three- or four-component color
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attribute, use either @ref Color3 or @ref Color4 to specify which one you use.
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@snippet MagnumShaders.cpp VertexColor-usage1
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Common rendering setup:
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@snippet MagnumShaders.cpp VertexColor-usage2
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@see @ref shaders, @ref VertexColor2D, @ref VertexColor3D
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*/
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template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColor: public GL::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",
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* @ref Magnum::Vector2 "Vector2" in 2D @ref Magnum::Vector3 "Vector3"
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* 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 Three-component vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use
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* either this or the @ref Color4 attribute.
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*/
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typedef typename Generic<dimensions>::Color3 Color3;
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/**
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* @brief Four-component vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use
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* either this or the @ref Color3 attribute.
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*/
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typedef typename Generic<dimensions>::Color4 Color4;
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enum: UnsignedInt {
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/**
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* Color shader output. @ref shaders-generic "Generic output",
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* present always. Expects three- or four-component floating-point
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* or normalized buffer attachment.
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*/
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ColorOutput = Generic<dimensions>::ColorOutput
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};
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explicit VertexColor();
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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 a 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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* However note that this is a low-level and a potentially dangerous
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* API, see the documentation of @ref NoCreate for alternatives.
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*/
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explicit VertexColor(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {}
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/** @brief Copying is not allowed */
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VertexColor(const VertexColor<dimensions>&) = delete;
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/** @brief Move constructor */
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VertexColor(VertexColor<dimensions>&&) noexcept = default;
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/** @brief Copying is not allowed */
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VertexColor<dimensions>& operator=(const VertexColor<dimensions>&) = delete;
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/** @brief Move assignment */
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VertexColor<dimensions>& operator=(VertexColor<dimensions>&&) noexcept = default;
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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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* Default is an identity matrix.
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*/
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VertexColor<dimensions>& setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix);
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private:
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/* Prevent accidentally calling irrelevant functions */
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#ifndef MAGNUM_TARGET_GLES
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using GL::AbstractShaderProgram::drawTransformFeedback;
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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using GL::AbstractShaderProgram::dispatchCompute;
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#endif
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Int _transformationProjectionMatrixUniform{0};
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};
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/** @brief 2D vertex color shader */
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typedef VertexColor<2> VertexColor2D;
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/** @brief 3D vertex color shader */
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typedef VertexColor<3> VertexColor3D;
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}}
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#endif
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