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							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE library.
 -    Copyright (c) 2020 - Raw Material Software Limited
 - 
 -    JUCE is an open source library subject to commercial or open-source
 -    licensing.
 - 
 -    By using JUCE, you agree to the terms of both the JUCE 5 End-User License
 -    Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
 -    22nd April 2020).
 - 
 -    End User License Agreement: www.juce.com/juce-5-licence
 -    Privacy Policy: www.juce.com/juce-5-privacy-policy
 - 
 -    Or: You may also use this code under the terms of the GPL v3 (see
 -    www.gnu.org/licenses).
 - 
 -    JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 -    EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 -    DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - namespace juce
 - {
 - 
 - /** Creates a graphics context object that will render into the given OpenGL target.
 -     The caller is responsible for deleting this object when no longer needed.
 - */
 - std::unique_ptr<LowLevelGraphicsContext> createOpenGLGraphicsContext (OpenGLContext&, int width, int height);
 - 
 - /** Creates a graphics context object that will render into the given OpenGL framebuffer.
 -     The caller is responsible for deleting this object when no longer needed.
 - */
 - std::unique_ptr<LowLevelGraphicsContext> createOpenGLGraphicsContext (OpenGLContext&, OpenGLFrameBuffer&);
 - 
 - /** Creates a graphics context object that will render into the given OpenGL framebuffer,
 -     with the given size.
 -     The caller is responsible for deleting this object when no longer needed.
 - */
 - std::unique_ptr<LowLevelGraphicsContext> createOpenGLGraphicsContext (OpenGLContext&,
 -                                                                       unsigned int frameBufferID,
 -                                                                       int width, int height);
 - 
 - 
 - //==============================================================================
 - /**
 -     Used to create custom shaders for use with an openGL 2D rendering context.
 - 
 -     Given a GL-based rendering context, you can write a fragment shader that applies some
 -     kind of per-pixel effect.
 - 
 -     @tags{OpenGL}
 - */
 - struct JUCE_API  OpenGLGraphicsContextCustomShader
 - {
 -     /** Creates a custom shader.
 - 
 -         The shader code will not be compiled until actually needed, so it's OK to call this
 -         constructor when no GL context is active.
 - 
 -         The code should be a normal fragment shader. As well as the usual GLSL variables, there is
 -         also an automatically declared varying vec2 called "pixelPos", which indicates the pixel
 -         position within the graphics context of the pixel being drawn. There is also a varying value
 -         "pixelAlpha", which indicates the alpha by which the pixel should be multiplied, so that the
 -         edges of any clip-region masks are anti-aliased correctly.
 -     */
 -     OpenGLGraphicsContextCustomShader (const String& fragmentShaderCode);
 - 
 -     /** Destructor. */
 -     ~OpenGLGraphicsContextCustomShader();
 - 
 -     /** Returns the program, if it has been linked and is active.
 -         This can be called when you're about to use fillRect, to set up any uniforms/textures that
 -         the program may require.
 -     */
 -     OpenGLShaderProgram* getProgram (LowLevelGraphicsContext&) const;
 - 
 -     /** Applies the shader to a rectangle within the graphics context. */
 -     void fillRect (LowLevelGraphicsContext&, Rectangle<int> area) const;
 - 
 -     /** Attempts to compile the program if necessary, and returns an error message if it fails. */
 -     Result checkCompilation (LowLevelGraphicsContext&);
 - 
 -     /** Returns the code that was used to create this object. */
 -     const String& getFragmentShaderCode() const noexcept           { return code; }
 - 
 -     /** Optional lambda that will be called when the shader is activated, to allow
 -         user code to do setup tasks.
 -     */
 -     std::function<void(OpenGLShaderProgram&)> onShaderActivated;
 - 
 - private:
 -     String code, hashName;
 - 
 -     JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLGraphicsContextCustomShader)
 - };
 - 
 - } // namespace juce
 
 
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