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Adde some missing JUCE_API annotations
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5 changed files with 21 additions and 13 deletions
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@ -49,7 +49,7 @@ public:
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For some quick ways of creating callback objects, see the ModalCallbackFunction class.
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@see ModalCallbackFunction
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*/
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class Callback
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class JUCE_API Callback
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{
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public:
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/** */
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@ -22,8 +22,7 @@
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==============================================================================
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*/
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OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept
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: context (c), programID (0)
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OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
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{
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}
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@ -31,7 +31,10 @@
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class JUCE_API OpenGLShaderProgram
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{
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public:
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/** Creates a shader for use in a particular GL context. */
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OpenGLShaderProgram (const OpenGLContext&) noexcept;
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/** Destructor. */
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~OpenGLShaderProgram() noexcept;
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/** Returns the version of GLSL that the current context supports.
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@ -124,7 +127,7 @@ public:
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Be careful not to call the set() functions unless the appropriate program
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is loaded into the current context.
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*/
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struct Uniform
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struct JUCE_API Uniform
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{
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/** Initialises a uniform.
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The program must have been successfully linked when this
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@ -169,13 +172,13 @@ public:
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After a program has been linked, you can create Attribute objects to let you
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set the attributes that your vertex shaders use.
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*/
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struct Attribute
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struct JUCE_API Attribute
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{
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/** Initialises an attribute.
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The program must have been successfully linked when this
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constructor is called.
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*/
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Attribute (const OpenGLShaderProgram& program, const char* attributeName);
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Attribute (const OpenGLShaderProgram&, const char* attributeName);
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/** The attribute's ID number.
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If the uniform couldn't be found, this value will be < 0.
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@ -188,7 +191,7 @@ public:
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private:
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const OpenGLContext& context;
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mutable GLuint programID;
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mutable GLuint programID = 0;
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String errorLog;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram)
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@ -22,7 +22,7 @@
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==============================================================================
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*/
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OpenGLAppComponent::OpenGLAppComponent() : frameCounter (0)
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OpenGLAppComponent::OpenGLAppComponent()
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{
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setOpaque (true);
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openGLContext.setRenderer (this);
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@ -33,11 +33,13 @@
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paint() and mouse-handling. The base class provides some simple abstractions
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to take care of continuously repainting itself.
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*/
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class OpenGLAppComponent : public Component,
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private OpenGLRenderer
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class JUCE_API OpenGLAppComponent : public Component,
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private OpenGLRenderer
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{
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public:
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OpenGLAppComponent();
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/** Destructor. */
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~OpenGLAppComponent();
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/** Returns the number of times that the render method has been called since
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@ -45,6 +47,9 @@ public:
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*/
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int getFrameCounter() const noexcept { return frameCounter; }
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/** This must be called from your subclass's destructor, to shut down
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the GL system and stop it calling render() before your class is destroyed.
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*/
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void shutdownOpenGL();
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/** Implement this method to set up any GL objects that you need for rendering.
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@ -57,16 +62,17 @@ public:
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*/
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virtual void shutdown() = 0;
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/**
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/** Called to render your openGL.
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@see OpenGLRenderer::render()
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*/
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virtual void render() = 0;
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/** The GL context */
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OpenGLContext openGLContext;
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private:
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//==============================================================================
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int frameCounter;
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int frameCounter = 0;
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void newOpenGLContextCreated() override;
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void renderOpenGL() override;
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