1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224
|
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 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.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Vector2.hpp>
#include <SFML/System/Vector3.hpp>
#include <cstddef>
namespace sf
{
namespace priv
{
// Forward declarations
template <std::size_t Columns, std::size_t Rows>
struct Matrix;
template <typename T>
struct Vector4;
} // namespace priv
////////////////////////////////////////////////////////////
/// \brief Namespace with GLSL types
///
////////////////////////////////////////////////////////////
namespace Glsl
{
////////////////////////////////////////////////////////////
/// \brief 2D float vector (\p vec2 in GLSL)
///
////////////////////////////////////////////////////////////
using Vec2 = Vector2<float>;
////////////////////////////////////////////////////////////
/// \brief 2D int vector (\p ivec2 in GLSL)
///
////////////////////////////////////////////////////////////
using Ivec2 = Vector2<int>;
////////////////////////////////////////////////////////////
/// \brief 2D bool vector (\p bvec2 in GLSL)
///
////////////////////////////////////////////////////////////
using Bvec2 = Vector2<bool>;
////////////////////////////////////////////////////////////
/// \brief 3D float vector (\p vec3 in GLSL)
///
////////////////////////////////////////////////////////////
using Vec3 = Vector3<float>;
////////////////////////////////////////////////////////////
/// \brief 3D int vector (\p ivec3 in GLSL)
///
////////////////////////////////////////////////////////////
using Ivec3 = Vector3<int>;
////////////////////////////////////////////////////////////
/// \brief 3D bool vector (\p bvec3 in GLSL)
///
////////////////////////////////////////////////////////////
using Bvec3 = Vector3<bool>;
#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
////////////////////////////////////////////////////////////
using Vec4 = ImplementationDefined;
////////////////////////////////////////////////////////////
/// \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
////////////////////////////////////////////////////////////
using Ivec4 = ImplementationDefined;
////////////////////////////////////////////////////////////
/// \brief 4D bool vector (\p bvec4 in GLSL)
///
////////////////////////////////////////////////////////////
using Bvec4 = ImplementationDefined;
////////////////////////////////////////////////////////////
/// \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
////////////////////////////////////////////////////////////
using Mat3 = ImplementationDefined;
////////////////////////////////////////////////////////////
/// \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
////////////////////////////////////////////////////////////
using Mat4 = ImplementationDefined;
#else // SFML_DOXYGEN
using Vec4 = priv::Vector4<float>;
using Ivec4 = priv::Vector4<int>;
using Bvec4 = priv::Vector4<bool>;
using Mat3 = priv::Matrix<3, 3>;
using Mat4 = priv::Matrix<4, 4>;
#endif // SFML_DOXYGEN
} // namespace Glsl
} // namespace sf
#include <SFML/Graphics/Glsl.inl>
////////////////////////////////////////////////////////////
/// \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 `sf::Vector2<T>`
/// and `sf::Vector3<T>`, are reused as type aliases, 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`
///
////////////////////////////////////////////////////////////
|