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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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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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#include "Vector.h"
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#include <Corrade/Containers/EnumSet.hpp>
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#include <Corrade/Containers/Reference.h>
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Shader.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/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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template<UnsignedInt dimensions> Vector<dimensions>::Vector(const Flags flags): _flags{flags} {
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumShaders"))
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importShaderResources();
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#endif
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Utility::Resource rs("MagnumShaders");
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "")
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.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n")
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.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("AbstractVector.vert"));
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frag.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("Vector.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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GL::AbstractShaderProgram::attachShaders({vert, frag});
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/* ES3 has this done in the shader directly */
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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GL::AbstractShaderProgram::bindAttributeLocation(AbstractVector<dimensions>::Position::Location, "position");
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GL::AbstractShaderProgram::bindAttributeLocation(AbstractVector<dimensions>::TextureCoordinates::Location, "textureCoordinates");
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}
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::AbstractShaderProgram::link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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_transformationProjectionMatrixUniform = GL::AbstractShaderProgram::uniformLocation("transformationProjectionMatrix");
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if(flags & Flag::TextureTransformation)
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_textureMatrixUniform = GL::AbstractShaderProgram::uniformLocation("textureMatrix");
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_backgroundColorUniform = GL::AbstractShaderProgram::uniformLocation("backgroundColor");
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_colorUniform = GL::AbstractShaderProgram::uniformLocation("color");
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}
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
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#endif
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{
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GL::AbstractShaderProgram::setUniform(GL::AbstractShaderProgram::uniformLocation("vectorTexture"), AbstractVector<dimensions>::VectorTextureLayer);
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}
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
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#ifdef MAGNUM_TARGET_GLES
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setTransformationProjectionMatrix({});
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if(flags & Flag::TextureTransformation) setTextureMatrix({});
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setColor(Color4{1.0f}); /* Background color is zero by default */
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#endif
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}
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template<UnsignedInt dimensions> Vector<dimensions>& Vector<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) {
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GL::AbstractShaderProgram::setUniform(_transformationProjectionMatrixUniform, matrix);
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return *this;
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}
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template<UnsignedInt dimensions> Vector<dimensions>& Vector<dimensions>::setTextureMatrix(const Matrix3& matrix) {
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CORRADE_ASSERT(_flags & Flag::TextureTransformation,
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"Shaders::Vector::setTextureMatrix(): the shader was not created with texture transformation enabled", *this);
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GL::AbstractShaderProgram::setUniform(_textureMatrixUniform, matrix);
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return *this;
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}
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template<UnsignedInt dimensions> Vector<dimensions>& Vector<dimensions>::setBackgroundColor(const Color4& color) {
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GL::AbstractShaderProgram::setUniform(_backgroundColorUniform, color);
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return *this;
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}
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template<UnsignedInt dimensions> Vector<dimensions>& Vector<dimensions>::setColor(const Color4& color) {
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GL::AbstractShaderProgram::setUniform(_colorUniform, color);
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return *this;
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}
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template class Vector<2>;
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template class Vector<3>;
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namespace Implementation {
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Debug& operator<<(Debug& debug, const VectorFlag value) {
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debug << "Shaders::Vector::Flag" << Debug::nospace;
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switch(value) {
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/* LCOV_EXCL_START */
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#define _c(v) case VectorFlag::v: return debug << "::" #v;
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_c(TextureTransformation)
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#undef _c
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/* LCOV_EXCL_STOP */
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}
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return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
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}
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Debug& operator<<(Debug& debug, const VectorFlags value) {
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return Containers::enumSetDebugOutput(debug, value, "Shaders::Vector::Flags{}", {
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VectorFlag::TextureTransformation
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});
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}
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}
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}}
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