SFML/src/SFML/Graphics/RenderTextureImplDefault.hpp

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_RENDERTEXTUREIMPLDEFAULT_HPP
#define SFML_RENDERTEXTUREIMPLDEFAULT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/RenderTextureImpl.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/Window/Context.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief Default specialization of RenderTextureImpl,
/// using an in-memory context
///
////////////////////////////////////////////////////////////
class RenderTextureImplDefault : public RenderTextureImpl, GlResource
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
RenderTextureImplDefault();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~RenderTextureImplDefault();
private:
////////////////////////////////////////////////////////////
/// \brief Create the render texture implementation
///
/// \param width Width of the texture to render to
/// \param height Height of the texture to render to
/// \param textureId OpenGL identifier of the target texture
/// \param depthBuffer Is a depth buffer requested?
///
/// \return True if creation has been successful
///
////////////////////////////////////////////////////////////
virtual bool create(unsigned int width, unsigned int height, unsigned int textureId, bool depthBuffer);
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the render texture for rendering
///
/// \param active True to activate, false to deactivate
///
/// \return True on success, false on failure
///
////////////////////////////////////////////////////////////
virtual bool activate(bool active);
////////////////////////////////////////////////////////////
/// \brief Update the pixels of the target texture
///
/// \param textureId OpenGL identifier of the target texture
///
////////////////////////////////////////////////////////////
virtual void updateTexture(unsigned textureId);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Context* m_context; ///< P-Buffer based context
unsigned int m_width; ///< Width of the P-Buffer
unsigned int m_height; ///< Height of the P-Buffer
};
} // namespace priv
} // namespace sf
#endif // SFML_RENDERTEXTUREIMPLDEFAULT_HPP