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  #ifndef __OPENCV_OPENGL_INTEROP_HPP__
  #define __OPENCV_OPENGL_INTEROP_HPP__
  
  #ifdef __cplusplus
  
  #include "opencv2/core/core.hpp"
  #include "opencv2/core/opengl_interop_deprecated.hpp"
  
  namespace cv { namespace ogl {
  
  /////////////////// OpenGL Objects ///////////////////
  
  //! Smart pointer for OpenGL buffer memory with reference counting.
  class CV_EXPORTS Buffer
  {
  public:
      enum Target
      {
          ARRAY_BUFFER         = 0x8892, //!< The buffer will be used as a source for vertex data
          ELEMENT_ARRAY_BUFFER = 0x8893, //!< The buffer will be used for indices (in glDrawElements, for example)
          PIXEL_PACK_BUFFER    = 0x88EB, //!< The buffer will be used for reading from OpenGL textures
          PIXEL_UNPACK_BUFFER  = 0x88EC  //!< The buffer will be used for writing to OpenGL textures
      };
  
      enum Access
      {
          READ_ONLY  = 0x88B8,
          WRITE_ONLY = 0x88B9,
          READ_WRITE = 0x88BA
      };
  
      //! create empty buffer
      Buffer();
  
      //! create buffer from existed buffer id
      Buffer(int arows, int acols, int atype, unsigned int abufId, bool autoRelease = false);
      Buffer(Size asize, int atype, unsigned int abufId, bool autoRelease = false);
  
      //! create buffer
      Buffer(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
      Buffer(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
  
      //! copy from host/device memory
      explicit Buffer(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false);
  
      //! create buffer
      void create(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
      void create(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false) { create(asize.height, asize.width, atype, target, autoRelease); }
  
      //! release memory and delete buffer object
      void release();
  
      //! set auto release mode (if true, release will be called in object's destructor)
      void setAutoRelease(bool flag);
  
      //! copy from host/device memory
      void copyFrom(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false);
  
      //! copy to host/device memory
      void copyTo(OutputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false) const;
  
      //! create copy of current buffer
      Buffer clone(Target target = ARRAY_BUFFER, bool autoRelease = false) const;
  
      //! bind buffer for specified target
      void bind(Target target) const;
  
      //! unbind any buffers from specified target
      static void unbind(Target target);
  
      //! map to host memory
      Mat mapHost(Access access);
      void unmapHost();
  
      //! map to device memory
      gpu::GpuMat mapDevice();
      void unmapDevice();
  
      int rows() const { return rows_; }
      int cols() const { return cols_; }
      Size size() const { return Size(cols_, rows_); }
      bool empty() const { return rows_ == 0 || cols_ == 0; }
  
      int type() const { return type_; }
      int depth() const { return CV_MAT_DEPTH(type_); }
      int channels() const { return CV_MAT_CN(type_); }
      int elemSize() const { return CV_ELEM_SIZE(type_); }
      int elemSize1() const { return CV_ELEM_SIZE1(type_); }
  
      unsigned int bufId() const;
  
      class Impl;
  
  private:
      Ptr<Impl> impl_;
      int rows_;
      int cols_;
      int type_;
  };
  
  //! Smart pointer for OpenGL 2D texture memory with reference counting.
  class CV_EXPORTS Texture2D
  {
  public:
      enum Format
      {
          NONE            = 0,
          DEPTH_COMPONENT = 0x1902, //!< Depth
          RGB             = 0x1907, //!< Red, Green, Blue
          RGBA            = 0x1908  //!< Red, Green, Blue, Alpha
      };
  
      //! create empty texture
      Texture2D();
  
      //! create texture from existed texture id
      Texture2D(int arows, int acols, Format aformat, unsigned int atexId, bool autoRelease = false);
      Texture2D(Size asize, Format aformat, unsigned int atexId, bool autoRelease = false);
  
      //! create texture
      Texture2D(int arows, int acols, Format aformat, bool autoRelease = false);
      Texture2D(Size asize, Format aformat, bool autoRelease = false);
  
      //! copy from host/device memory
      explicit Texture2D(InputArray arr, bool autoRelease = false);
  
      //! create texture
      void create(int arows, int acols, Format aformat, bool autoRelease = false);
      void create(Size asize, Format aformat, bool autoRelease = false) { create(asize.height, asize.width, aformat, autoRelease); }
  
      //! release memory and delete texture object
      void release();
  
      //! set auto release mode (if true, release will be called in object's destructor)
      void setAutoRelease(bool flag);
  
      //! copy from host/device memory
      void copyFrom(InputArray arr, bool autoRelease = false);
  
      //! copy to host/device memory
      void copyTo(OutputArray arr, int ddepth = CV_32F, bool autoRelease = false) const;
  
      //! bind texture to current active texture unit for GL_TEXTURE_2D target
      void bind() const;
  
      int rows() const { return rows_; }
      int cols() const { return cols_; }
      Size size() const { return Size(cols_, rows_); }
      bool empty() const { return rows_ == 0 || cols_ == 0; }
  
      Format format() const { return format_; }
  
      unsigned int texId() const;
  
      class Impl;
  
  private:
      Ptr<Impl> impl_;
      int rows_;
      int cols_;
      Format format_;
  };
  
  //! OpenGL Arrays
  class CV_EXPORTS Arrays
  {
  public:
      Arrays();
  
      void setVertexArray(InputArray vertex);
      void resetVertexArray();
  
      void setColorArray(InputArray color);
      void resetColorArray();
  
      void setNormalArray(InputArray normal);
      void resetNormalArray();
  
      void setTexCoordArray(InputArray texCoord);
      void resetTexCoordArray();
  
      void release();
  
      void setAutoRelease(bool flag);
  
      void bind() const;
  
      int size() const { return size_; }
      bool empty() const { return size_ == 0; }
  
  private:
      int size_;
      Buffer vertex_;
      Buffer color_;
      Buffer normal_;
      Buffer texCoord_;
  };
  
  /////////////////// Render Functions ///////////////////
  
  //! render texture rectangle in window
  CV_EXPORTS void render(const Texture2D& tex,
      Rect_<double> wndRect = Rect_<double>(0.0, 0.0, 1.0, 1.0),
      Rect_<double> texRect = Rect_<double>(0.0, 0.0, 1.0, 1.0));
  
  //! render mode
  enum {
      POINTS         = 0x0000,
      LINES          = 0x0001,
      LINE_LOOP      = 0x0002,
      LINE_STRIP     = 0x0003,
      TRIANGLES      = 0x0004,
      TRIANGLE_STRIP = 0x0005,
      TRIANGLE_FAN   = 0x0006,
      QUADS          = 0x0007,
      QUAD_STRIP     = 0x0008,
      POLYGON        = 0x0009
  };
  
  //! render OpenGL arrays
  CV_EXPORTS void render(const Arrays& arr, int mode = POINTS, Scalar color = Scalar::all(255));
  CV_EXPORTS void render(const Arrays& arr, InputArray indices, int mode = POINTS, Scalar color = Scalar::all(255));
  
  }} // namespace cv::gl
  
  namespace cv { namespace gpu {
  
  //! set a CUDA device to use OpenGL interoperability
  CV_EXPORTS void setGlDevice(int device = 0);
  
  }}
  
  namespace cv {
  
  template <> CV_EXPORTS void Ptr<cv::ogl::Buffer::Impl>::delete_obj();
  template <> CV_EXPORTS void Ptr<cv::ogl::Texture2D::Impl>::delete_obj();
  
  }
  
  #endif // __cplusplus
  
  #endif // __OPENCV_OPENGL_INTEROP_HPP__
  