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#ifndef Magnum_Shaders_GenericShader_h
#define Magnum_Shaders_GenericShader_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Struct @ref Magnum::Shaders::Generic, typedef @ref Magnum::Shaders::Generic2D, @ref Magnum::Shaders::Generic3D
*/
#include "Magnum/AbstractShaderProgram.h"
namespace Magnum { namespace Shaders {
/**
@brief Generic shader definition
Definitions common for majority of shaders in @ref Shaders namespace, allowing
mesh configured for the generic shader to be used with any of them.
Example usage (configuring the mesh for generic shader, then using it with
@ref Shaders::Phong):
@code
Mesh mesh;
Buffer vertexBuffer;
// ...
mesh.addVertexBuffer(vertexBuffer, 0,
Shaders::Generic3D::Position(),
Shaders::Generic3D::Normal(),
Shaders::Generic3D::TextureCoordinates());
Shaders::Phong phong;
// ...
mesh.draw(phong);
@endcode
@see @ref Generic2D, @ref Generic3D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<UnsignedInt> struct Generic;
#else
template<UnsignedInt dimensions> struct Generic {
/**
* @brief Vertex position
*
* Defined as @ref Vector2 in 2D and @ref Vector3 in 3D.
*/
typedef Attribute<0, T> Position;
/** @brief 2D texture coordinates */
typedef Attribute<1, Vector2> TextureCoordinates;
/**
* @brief Vertex normal
*
* Defined only in 3D.
*/
typedef Attribute<2, Vector3> Normal;
};
#endif
/** @brief Generic 2D shader definition */
typedef Generic<2> Generic2D;
/** @brief Generic 3D shader definition */
typedef Generic<3> Generic3D;
#ifndef DOXYGEN_GENERATING_OUTPUT
struct BaseGeneric {
typedef Attribute<1, Vector2> TextureCoordinates;
};
template<> struct Generic<2>: BaseGeneric {
typedef Attribute<0, Vector2> Position;
};
template<> struct Generic<3>: BaseGeneric {
typedef Attribute<0, Vector3> Position;
typedef Attribute<2, Vector3> Normal;
};
#endif
}}
#endif