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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Magnum/GL/Buffer.h"
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#include "Magnum/GL/DefaultFramebuffer.h"
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#include "Magnum/GL/Framebuffer.h"
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#include "Magnum/Platform/Sdl2Application.h"
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#include "Magnum/Platform/GLContext.h"
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using namespace Magnum;
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struct A: Platform::Sdl2Application {
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/* [DefaultFramebuffer-usage-viewport] */
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void viewportEvent(ViewportEvent& event) override {
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GL::defaultFramebuffer.setViewport({{}, event.framebufferSize()});
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// ...
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}
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/* [DefaultFramebuffer-usage-viewport] */
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/* [DefaultFramebuffer-usage-clear] */
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void drawEvent() override {
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GL::defaultFramebuffer.clear(GL::FramebufferClear::Color|
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GL::FramebufferClear::Depth);
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// ...
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}
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/* [DefaultFramebuffer-usage-clear] */
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};
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struct B: Platform::Sdl2Application {
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GL::Framebuffer framebuffer;
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/* [Framebuffer-usage-draw] */
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void drawEvent() override {
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GL::defaultFramebuffer.clear(GL::FramebufferClear::Color);
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framebuffer.clear(GL::FramebufferClear::Color|
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GL::FramebufferClear::Depth|
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GL::FramebufferClear::Stencil);
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framebuffer.bind();
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// ...
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GL::defaultFramebuffer.bind();
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// ...
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swapBuffers();
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}
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/* [Framebuffer-usage-draw] */
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};
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int main() {
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{
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SDL_Window* _window{};
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SDL_GLContext* _otherGLContext{};
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/* [Context-makeCurrent-nullptr] */
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Platform::GLContext context;
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SDL_GL_MakeCurrent(_window, _otherGLContext); // or other platform-specific API
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Platform::GLContext::makeCurrent(nullptr);
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Platform::GLContext other;
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/* [Context-makeCurrent-nullptr] */
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/* [Context-makeCurrent] */
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Platform::GLContext::makeCurrent(&context);
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GL::Buffer a; // implicitly tied to `context`
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Platform::GLContext::makeCurrent(&other);
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GL::Buffer b; // implicitly tied to `other`
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/* [Context-makeCurrent] */
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}
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}
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