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SFML/src/SFML/Graphics/RenderTextureImplDefault.hpp at master · githubhy/SFML · GitHub
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RenderTextureImplDefault.hpp
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SFML
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src
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SFML
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Graphics
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RenderTextureImplDefault.hpp
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//
//////////////////////////////////////////////////////////
//
//
SFML - Simple and Fast Multimedia Library
//
Copyright (C) 2007-2024 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.
//
//
//////////////////////////////////////////////////////////
#
pragma
once
//
//////////////////////////////////////////////////////////
//
Headers
//
//////////////////////////////////////////////////////////
#
include
<
SFML/Graphics/RenderTextureImpl.hpp
>
#
include
<
SFML/Window/GlResource.hpp
>
#
include
<
SFML/System/Vector2.hpp
>
#
include
<
memory
>
namespace
sf
{
class
Context
;
struct
ContextSettings
;
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
()
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Get the maximum anti-aliasing level supported by the system
//
/
//
/ \return The maximum anti-aliasing level supported by the system
//
/
//
//////////////////////////////////////////////////////////
static
unsigned
int
getMaximumAntialiasingLevel
();
private:
//
//////////////////////////////////////////////////////////
//
/ \brief Create the render texture implementation
//
/
//
/ \param size Width and height of the texture to render to
//
/ \param textureId OpenGL identifier of the target texture
//
/ \param settings Context settings to create render-texture with
//
/
//
/ \return True if creation has been successful
//
/
//
//////////////////////////////////////////////////////////
bool
create
(
const
Vector2u& size,
unsigned
int
textureId,
const
ContextSettings& settings)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Activate or deactivate the render texture for rendering
//
/
//
/ \param active True to activate, false to deactivate
//
/
//
/ \return True on success, false on failure
//
/
//
//////////////////////////////////////////////////////////
bool
activate
(
bool
active)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Tell if the render-texture will use sRGB encoding when drawing on it
//
/
//
/ You can request sRGB encoding for a render-texture
//
/ by having the sRgbCapable flag set for the context parameter of create() method
//
/
//
/ \return True if the render-texture use sRGB encoding, false otherwise
//
/
//
//////////////////////////////////////////////////////////
bool
isSrgb
()
const
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Update the pixels of the target texture
//
/
//
/ \param textureId OpenGL identifier of the target texture
//
/
//
//////////////////////////////////////////////////////////
void
updateTexture
(
unsigned
textureId)
override
;
//
//////////////////////////////////////////////////////////
//
Member data
//
//////////////////////////////////////////////////////////
std::unique_ptr<Context> m_context;
//
!< P-Buffer based context
Vector2u m_size;
//
!< Width and height of the P-Buffer
};
}
//
namespace priv
}
//
namespace sf
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