mirror of
https://github.com/Thracky/GlosSI.git
synced 2024-11-07 03:20:40 +00:00
228 lines
7.5 KiB
C++
228 lines
7.5 KiB
C++
////////////////////////////////////////////////////////////
|
|
//
|
|
// SFML - Simple and Fast Multimedia Library
|
|
// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
|
|
//
|
|
// This software is provided 'as-is', without any express or implied warranty.
|
|
// In no event will the authors be held liable for any damages arising from the use of this software.
|
|
//
|
|
// Permission is granted to anyone to use this software for any purpose,
|
|
// including commercial applications, and to alter it and redistribute it freely,
|
|
// subject to the following restrictions:
|
|
//
|
|
// 1. The origin of this software must not be misrepresented;
|
|
// you must not claim that you wrote the original software.
|
|
// If you use this software in a product, an acknowledgment
|
|
// in the product documentation would be appreciated but is not required.
|
|
//
|
|
// 2. Altered source versions must be plainly marked as such,
|
|
// and must not be misrepresented as being the original software.
|
|
//
|
|
// 3. This notice may not be removed or altered from any source distribution.
|
|
//
|
|
////////////////////////////////////////////////////////////
|
|
|
|
#ifndef SFML_GLSL_HPP
|
|
#define SFML_GLSL_HPP
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Headers
|
|
////////////////////////////////////////////////////////////
|
|
#include <SFML/Graphics/Transform.hpp>
|
|
#include <SFML/Graphics/Color.hpp>
|
|
#include <SFML/System/Vector2.hpp>
|
|
#include <SFML/System/Vector3.hpp>
|
|
|
|
|
|
namespace sf
|
|
{
|
|
namespace priv
|
|
{
|
|
// Forward declarations
|
|
template <std::size_t Columns, std::size_t Rows>
|
|
struct Matrix;
|
|
|
|
template <typename T>
|
|
struct Vector4;
|
|
|
|
#include <SFML/Graphics/Glsl.inl>
|
|
|
|
} // namespace priv
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Namespace with GLSL types
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
namespace Glsl
|
|
{
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 2D float vector (\p vec2 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef Vector2<float> Vec2;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 2D int vector (\p ivec2 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef Vector2<int> Ivec2;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 2D bool vector (\p bvec2 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef Vector2<bool> Bvec2;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 3D float vector (\p vec3 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef Vector3<float> Vec3;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 3D int vector (\p ivec3 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef Vector3<int> Ivec3;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 3D bool vector (\p bvec3 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef Vector3<bool> Bvec3;
|
|
|
|
#ifdef SFML_DOXYGEN
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 4D float vector (\p vec4 in GLSL)
|
|
///
|
|
/// 4D float vectors can be implicitly converted from sf::Color
|
|
/// instances. Each color channel is normalized from integers
|
|
/// in [0, 255] to floating point values in [0, 1].
|
|
/// \code
|
|
/// sf::Glsl::Vec4 zeroVector;
|
|
/// sf::Glsl::Vec4 vector(1.f, 2.f, 3.f, 4.f);
|
|
/// sf::Glsl::Vec4 color = sf::Color::Cyan;
|
|
/// \endcode
|
|
////////////////////////////////////////////////////////////
|
|
typedef implementation-defined Vec4;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 4D int vector (\p ivec4 in GLSL)
|
|
///
|
|
/// 4D int vectors can be implicitly converted from sf::Color
|
|
/// instances. Each color channel remains unchanged inside
|
|
/// the integer interval [0, 255].
|
|
/// \code
|
|
/// sf::Glsl::Ivec4 zeroVector;
|
|
/// sf::Glsl::Ivec4 vector(1, 2, 3, 4);
|
|
/// sf::Glsl::Ivec4 color = sf::Color::Cyan;
|
|
/// \endcode
|
|
////////////////////////////////////////////////////////////
|
|
typedef implementation-defined Ivec4;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 4D bool vector (\p bvec4 in GLSL)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
typedef implementation-defined Bvec4;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 3x3 float matrix (\p mat3 in GLSL)
|
|
///
|
|
/// The matrix can be constructed from an array with 3x3
|
|
/// elements, aligned in column-major order. For example,
|
|
/// a translation by (x, y) looks as follows:
|
|
/// \code
|
|
/// float array[9] =
|
|
/// {
|
|
/// 1, 0, 0,
|
|
/// 0, 1, 0,
|
|
/// x, y, 1
|
|
/// };
|
|
///
|
|
/// sf::Glsl::Mat3 matrix(array);
|
|
/// \endcode
|
|
///
|
|
/// Mat3 can also be implicitly converted from sf::Transform:
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// sf::Glsl::Mat3 matrix = transform;
|
|
/// \endcode
|
|
////////////////////////////////////////////////////////////
|
|
typedef implementation-defined Mat3;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief 4x4 float matrix (\p mat4 in GLSL)
|
|
///
|
|
/// The matrix can be constructed from an array with 4x4
|
|
/// elements, aligned in column-major order. For example,
|
|
/// a translation by (x, y, z) looks as follows:
|
|
/// \code
|
|
/// float array[16] =
|
|
/// {
|
|
/// 1, 0, 0, 0,
|
|
/// 0, 1, 0, 0,
|
|
/// 0, 0, 1, 0,
|
|
/// x, y, z, 1
|
|
/// };
|
|
///
|
|
/// sf::Glsl::Mat4 matrix(array);
|
|
/// \endcode
|
|
///
|
|
/// Mat4 can also be implicitly converted from sf::Transform:
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// sf::Glsl::Mat4 matrix = transform;
|
|
/// \endcode
|
|
////////////////////////////////////////////////////////////
|
|
typedef implementation-defined Mat4;
|
|
|
|
#else // SFML_DOXYGEN
|
|
|
|
typedef priv::Vector4<float> Vec4;
|
|
typedef priv::Vector4<int> Ivec4;
|
|
typedef priv::Vector4<bool> Bvec4;
|
|
typedef priv::Matrix<3, 3> Mat3;
|
|
typedef priv::Matrix<4, 4> Mat4;
|
|
|
|
#endif // SFML_DOXYGEN
|
|
|
|
} // namespace Glsl
|
|
} // namespace sf
|
|
|
|
#endif // SFML_GLSL_HPP
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \namespace sf::Glsl
|
|
/// \ingroup graphics
|
|
///
|
|
/// \details The sf::Glsl namespace contains types that match
|
|
/// their equivalents in GLSL, the OpenGL shading language.
|
|
/// These types are exclusively used by the sf::Shader class.
|
|
///
|
|
/// Types that already exist in SFML, such as \ref sf::Vector2<T>
|
|
/// and \ref sf::Vector3<T>, are reused as typedefs, so you can use
|
|
/// the types in this namespace as well as the original ones.
|
|
/// Others are newly defined, such as Glsl::Vec4 or Glsl::Mat3. Their
|
|
/// actual type is an implementation detail and should not be used.
|
|
///
|
|
/// All vector types support a default constructor that
|
|
/// initializes every component to zero, in addition to a
|
|
/// constructor with one parameter for each component.
|
|
/// The components are stored in member variables called
|
|
/// x, y, z, and w.
|
|
///
|
|
/// All matrix types support a constructor with a float*
|
|
/// parameter that points to a float array of the appropriate
|
|
/// size (that is, 9 in a 3x3 matrix, 16 in a 4x4 matrix).
|
|
/// Furthermore, they can be converted from sf::Transform
|
|
/// objects.
|
|
///
|
|
/// \see sf::Shader
|
|
///
|
|
////////////////////////////////////////////////////////////
|