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								///////////////////////////////////////////////////////////////////////////////////
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								// Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany //
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								// written by Christian Daniel                                                   //
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								// Copyright (C) 2015-2020 Edouard Griffiths, F4EXB <f4exb06@gmail.com>          //
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								// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com>                     //
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								//                                                                               //
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								// See: http://glslstudio.com/primer/#gl2frag                                    //
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								//      https://gitlab.com/pteam/korvins-qtbase/blob/5.4/examples/opengl/cube/mainwidget.cpp //
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								//                                                                               //
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								// This program is free software; you can redistribute it and/or modify          //
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								// it under the terms of the GNU General Public License as published by          //
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								// the Free Software Foundation as version 3 of the License, or                  //
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											2019-04-11 14:43:33 +02:00
										 
									 
								 
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								// (at your option) any later version.                                           //
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								//                                                                               //
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								// This program is distributed in the hope that it will be useful,               //
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of                //
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the                  //
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								// GNU General Public License V3 for more details.                               //
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								//                                                                               //
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								// You should have received a copy of the GNU General Public License             //
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								// along with this program. If not, see <http://www.gnu.org/licenses/>.          //
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								///////////////////////////////////////////////////////////////////////////////////
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								#ifndef INCLUDE_GUI_GLSHADERTEXTURED_H_
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								#define INCLUDE_GUI_GLSHADERTEXTURED_H_
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								#include <QString>
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								#include <QOpenGLTexture>
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								#include <QOpenGLFunctions>
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								#include <QOpenGLVertexArrayObject>
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								#include <QOpenGLBuffer>
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								#include "export.h"
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								class QOpenGLShaderProgram;
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								class QMatrix4x4;
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								class QImage;
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								class SDRGUI_API GLShaderTextured : protected QOpenGLFunctions
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								{
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								public:
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								    GLShaderTextured();
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								    ~GLShaderTextured();
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								    void initializeGL(int majorVersion, int minorVersion);
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								    void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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								    void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
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								    void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices, int nbComponents=2);
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								    void cleanup();
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								private:
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								    void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
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								    void drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
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								    void initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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								    void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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								    void initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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								    void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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								    bool useImmutableStorage();
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								    QOpenGLShaderProgram *m_program;
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								    QOpenGLVertexArrayObject *m_vao;
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								    QOpenGLBuffer *m_verticesBuf;
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								    QOpenGLBuffer *m_textureCoordsBuf;
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								    QOpenGLTexture *m_texture;
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								    unsigned int m_textureId;
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								    int m_vertexLoc;
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								    int m_texCoordLoc;
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								    int m_matrixLoc;
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								    int m_textureLoc;
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								    bool m_useImmutableStorage;
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								    static const QString m_vertexShaderSourceTextured2;
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								    static const QString m_vertexShaderSourceTextured;
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								    static const QString m_fragmentShaderSourceTextured2;
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								    static const QString m_fragmentShaderSourceTextured;
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								};
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								#endif /* INCLUDE_GUI_GLSHADERTEXTURED_H_ */
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