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#pragma once
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#ifndef SHADINGCONTEXT_H
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#define SHADINGCONTEXT_H
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#include <memory></memory>
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// Glew include
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#include <gl glew.h=""></gl>
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// TnzCore includes
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#include "traster.h"
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// Qt includes
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#include <qdatetime></qdatetime>
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#include <qglframebufferobjectformat></qglframebufferobjectformat>
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#undef DVAPI
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#undef DVVAR
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#ifdef TNZSTDFX_EXPORTS
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#define DVAPI DV_EXPORT_API
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#define DVVAR DV_EXPORT_VAR
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#else
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#define DVAPI DV_IMPORT_API
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#define DVVAR DV_IMPORT_VAR
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#endif
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//=========================================================
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//    Forward declarations
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class QObject;
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class QGLShaderProgram;
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class QDateTime;
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//=========================================================
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class DVAPI ShadingContext {
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public:
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  enum Support { OK, NO_PIXEL_BUFFER, NO_SHADERS };
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public:
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  ShadingContext();
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  ~ShadingContext();
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  //! Returns the status of OpenGL shading support.
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  static Support support();
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  bool isValid() const;
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  void makeCurrent();
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  void doneCurrent();
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  /*!
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Resizes the output buffer to the specified size. Requires that
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the contex is made current before invocation. In case lx or ly are 0,
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the context's output buffer is destroyed.
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*/
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  void resize(int lx, int ly, const QGLFramebufferObjectFormat &fmt =
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                                  QGLFramebufferObjectFormat());
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  QGLFramebufferObjectFormat format() const;
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  TDimension size() const;
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  //! Surrenders ownership of the supplied shader program to the shading
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  //! context.
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  void addShaderProgram(const QString &shaderName, QGLShaderProgram *program);
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  void addShaderProgram(const QString &shaderName, QGLShaderProgram *program,
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                        const QDateTime &lastModified);
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  bool removeShaderProgram(const QString &shaderName);
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  QGLShaderProgram *shaderProgram(const QString &shaderName) const;
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  QDateTime lastModified(const QString &shaderName) const;
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  std::pair<qglshaderprogram *,="" qdatetime=""> shaderData(</qglshaderprogram>
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      const QString &shaderName) const;
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  GLuint loadTexture(const TRasterP &src, GLuint texUnit);  //!< Loads a texture
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                                                            //! and binds it to
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  //! the specified
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  //! texture unit.
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  //!  \return  The OpenGL texture id of the loaded texture.      \param src
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  //!  Loaded texture.  \param texUnit  Unit the texture will be bound to.
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  void unloadTexture(GLuint texId);  //!< Releases the specified texture id.
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  //! Renders the active shader program to the specified raster.
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  void draw(const TRasterP &dst);
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  //! Performs transform feedback with the specified varying variables
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  void transformFeedback(int varyingsCount, const GLsizeiptr *varyingSizes,
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                         GLvoid **bufs);
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private:
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  struct Imp;
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  std::unique_ptr<imp> m_imp;</imp>
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  // Not copyable
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  ShadingContext(const ShadingContext &);
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  ShadingContext &operator=(const ShadingContext &);
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};
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#endif  // SHADINGCONTEXT_H