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55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BACKENDS_GRAPHICS_IOS_RENDERBUFFER_H
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#define BACKENDS_GRAPHICS_IOS_RENDERBUFFER_H
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#include "backends/graphics/opengl/framebuffer.h"
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namespace OpenGL {
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/**
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* Render to renderbuffer framebuffer implementation.
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*
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* This target allows to render to a renderbuffer, which can then be used as
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* a rendering source like expected on iOS.
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*/
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class RenderbufferTarget : public Framebuffer {
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public:
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RenderbufferTarget(GLuint renderbufferID);
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~RenderbufferTarget() override;
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/**
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* Set size of the render target.
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*/
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bool setSize(uint width, uint height, Common::RotationMode rotation) override;
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protected:
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void activateInternal() override;
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private:
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GLuint _glRBO;
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GLuint _glFBO;
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};
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} // End of namespace OpenGL
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#endif
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