////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 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
///
////////////////////////////////////////////////////////////