#pragma once #include "BsGLPrerequisites.h" #include "BsMultiRenderTexture.h" #include "BsGLFrameBufferObject.h" namespace BansheeEngine { class GLMultiRenderTexture; /** * @brief OpenGL implementation of a render texture with multiple color surfaces. * * @note Core thread only. */ class BS_RSGL_EXPORT GLMultiRenderTextureCore : public MultiRenderTextureCore { public: GLMultiRenderTextureCore(const MULTI_RENDER_TEXTURE_CORE_DESC& desc); virtual ~GLMultiRenderTextureCore(); /** * @copydoc MultiRenderTextureCore::getCustomAttribute */ void getCustomAttribute(const String& name, void* pData) const override; protected: friend class GLTextureManager; /** * @copydoc CoreObjectCore::initialize */ virtual void initialize() override; private: GLFrameBufferObject* mFB; /** * @copydoc MultiRenderTextureCore::getProperties */ const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; } MultiRenderTextureProperties mProperties; }; /** * @brief OpenGL implementation of a render texture with multiple color surfaces. * * @note Sim thread only. */ class BS_RSGL_EXPORT GLMultiRenderTexture : public MultiRenderTexture { public: virtual ~GLMultiRenderTexture() { } protected: friend class GLTextureManager; GLMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc); /** * @copydoc MultiRenderTexture::getProperties */ const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; } MultiRenderTextureProperties mProperties; }; }