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Ajout de la bibli SFML (A)
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155
code/SFML-2.4.2/include/SFML/Graphics/Glsl.inl
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code/SFML-2.4.2/include/SFML/Graphics/Glsl.inl
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Helper functions to copy sf::Transform to sf::Glsl::Mat3/4
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///
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////////////////////////////////////////////////////////////
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void SFML_GRAPHICS_API copyMatrix(const Transform& source, Matrix<3, 3>& dest);
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void SFML_GRAPHICS_API copyMatrix(const Transform& source, Matrix<4, 4>& dest);
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////////////////////////////////////////////////////////////
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/// \brief Copy array-based matrix with given number of elements
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///
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/// Indirection to std::copy() to avoid inclusion of
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/// <algorithm> and MSVC's annoying 4996 warning in header
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///
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////////////////////////////////////////////////////////////
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void SFML_GRAPHICS_API copyMatrix(const float* source, std::size_t elements, float* dest);
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////////////////////////////////////////////////////////////
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/// \brief Helper functions to copy sf::Color to sf::Glsl::Vec4/Ivec4
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///
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////////////////////////////////////////////////////////////
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void SFML_GRAPHICS_API copyVector(const Color& source, Vector4<float>& dest);
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void SFML_GRAPHICS_API copyVector(const Color& source, Vector4<int>& dest);
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////////////////////////////////////////////////////////////
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/// \brief Matrix type, used to set uniforms in GLSL
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///
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////////////////////////////////////////////////////////////
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template <std::size_t Columns, std::size_t Rows>
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struct Matrix
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{
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////////////////////////////////////////////////////////////
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/// \brief Construct from raw data
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///
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/// \param pointer Points to the beginning of an array that
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/// has the size of the matrix. The elements
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/// are copied to the instance.
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///
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////////////////////////////////////////////////////////////
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explicit Matrix(const float* pointer)
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{
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copyMatrix(pointer, Columns * Rows, array);
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}
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////////////////////////////////////////////////////////////
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/// \brief Construct implicitly from SFML transform
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///
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/// This constructor is only supported for 3x3 and 4x4
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/// matrices.
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///
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/// \param transform Object containing a transform.
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///
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////////////////////////////////////////////////////////////
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Matrix(const Transform& transform)
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{
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copyMatrix(transform, *this);
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}
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float array[Columns * Rows]; ///< Array holding matrix data
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};
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////////////////////////////////////////////////////////////
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/// \brief 4D vector type, used to set uniforms in GLSL
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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struct Vector4
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{
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////////////////////////////////////////////////////////////
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/// \brief Default constructor, creates a zero vector
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///
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////////////////////////////////////////////////////////////
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Vector4() :
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x(0),
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y(0),
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z(0),
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w(0)
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Construct from 4 vector components
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///
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/// \param X Component of the 4D vector
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/// \param Y Component of the 4D vector
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/// \param Z Component of the 4D vector
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/// \param W Component of the 4D vector
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///
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////////////////////////////////////////////////////////////
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Vector4(T X, T Y, T Z, T W) :
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x(X),
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y(Y),
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z(Z),
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w(W)
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Conversion constructor
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///
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/// \param other 4D vector of different type
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Vector4(const Vector4<U>& other) :
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x(static_cast<T>(other.x)),
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y(static_cast<T>(other.y)),
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z(static_cast<T>(other.z)),
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w(static_cast<T>(other.w))
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Construct float vector implicitly from color
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///
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/// \param color Color instance. Is normalized to [0, 1]
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/// for floats, and left as-is for ints.
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///
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////////////////////////////////////////////////////////////
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Vector4(const Color& color)
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// uninitialized
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{
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copyVector(color, *this);
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}
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T x; ///< 1st component (X) of the 4D vector
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T y; ///< 2nd component (Y) of the 4D vector
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T z; ///< 3rd component (Z) of the 4D vector
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T w; ///< 4th component (W) of the 4D vector
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};
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