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#ifndef DUST3D_APPLICATION_MODEL_OPENGL_PROGRAM_H_
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#define DUST3D_APPLICATION_MODEL_OPENGL_PROGRAM_H_
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#include <memory>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLShader>
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#include <QOpenGLTexture>
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class ModelOpenGLProgram: public QOpenGLShaderProgram
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{
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public:
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void load(bool isCoreProfile=false);
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int getUniformLocationByName(const std::string &name);
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bool isCoreProfile() const;
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void bindEnvironment();
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private:
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void addShaderFromResource(QOpenGLShader::ShaderType type, const char *resourceName);
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bool m_isLoaded = false;
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bool m_isCoreProfile = false;
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std::map<std::string, int> m_uniformLocationMap;
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std::unique_ptr<QOpenGLTexture> m_environmentIrradianceMap;
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std::unique_ptr<QOpenGLTexture> m_environmentSpecularMap;
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std::unique_ptr<std::vector<std::unique_ptr<QOpenGLTexture>>> m_environmentIrradianceMaps;
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std::unique_ptr<std::vector<std::unique_ptr<QOpenGLTexture>>> m_environmentSpecularMaps;
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};
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#endif
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