124 lines
3.4 KiB
C++
124 lines
3.4 KiB
C++
#ifndef RAYLIB_CPP_INCLUDE_RENDERTEXTUREUNMANAGED_HPP_
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#define RAYLIB_CPP_INCLUDE_RENDERTEXTUREUNMANAGED_HPP_
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#include "./RaylibException.hpp"
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#include "./TextureUnmanaged.hpp"
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#include "./raylib-cpp-utils.hpp"
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namespace raylib {
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/**
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* A RenderTexture that is not managed by C++ RAII.
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*
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* Make sure to Unload() this if needed, otherwise use raylib::RenderTexture.
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*
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* @see raylib::RenderTexture
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*/
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class RenderTextureUnmanaged : public ::RenderTexture {
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public:
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/**
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* Default constructor to build an empty RenderTexture.
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*/
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RenderTextureUnmanaged() : ::RenderTexture{0, {}, {}} {}
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/**
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* Creates a RenderTexture from an existing RenderTexture struct.
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*/
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RenderTextureUnmanaged(const ::RenderTexture& renderTexture) : ::RenderTexture(renderTexture) {}
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/**
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* Creates a RenderTexture from its components.
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*/
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RenderTextureUnmanaged(unsigned int id, const ::Texture& texture, const ::Texture& depth)
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: ::RenderTexture{id, texture, depth} {}
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/**
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* Load texture for rendering (framebuffer).
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*
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* @throws raylib::RaylibException Throws if failed to create the render texture.
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*/
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RenderTextureUnmanaged(int width, int height) { Load(width, height); }
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[[nodiscard]] std::string ToString() const { return TextFormat("RenderTexture(id=%u)", id); }
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operator std::string() const { return ToString(); }
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GETTER(unsigned int, Id, id)
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/**
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* Get the color buffer attachment texture.
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*/
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TextureUnmanaged GetTexture() { return texture; }
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RLCPP_NODISCARD TextureUnmanaged GetTexture() const { return texture; }
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void SetTexture(const ::Texture& newTexture) { texture = newTexture; }
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/**
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* Get the depth buffer attachment texture.
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*/
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TextureUnmanaged GetDepth() { return depth; }
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void SetDepth(const ::Texture& newDepth) { depth = newDepth; }
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RenderTextureUnmanaged& operator=(const ::RenderTexture& other) {
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set(other);
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return *this;
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}
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/**
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* Load texture for rendering (framebuffer).
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*
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* @throws raylib::RaylibException Throws if failed to create the render texture.
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*/
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void Load(int width, int height) {
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set(::LoadRenderTexture(width, height));
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if (!IsValid()) {
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throw RaylibException("Failed to create RenderTexture");
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}
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}
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/**
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* Unload render texture from GPU memory (VRAM).
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*/
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void Unload() {
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if (IsValid()) {
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::UnloadRenderTexture(*this);
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id = 0;
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}
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}
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/**
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* Initializes render texture for drawing.
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*/
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RenderTextureUnmanaged& BeginMode() {
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::BeginTextureMode(*this);
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return *this;
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}
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/**
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* Ends drawing to render texture.
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*/
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RenderTextureUnmanaged& EndMode() {
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::EndTextureMode();
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return *this;
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}
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/**
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* Retrieves whether or not the render texture is ready.
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*/
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RLCPP_NODISCARD bool IsValid() const { return ::IsRenderTextureValid(*this); }
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protected:
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void set(const ::RenderTexture& renderTexture) {
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id = renderTexture.id;
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texture = renderTexture.texture;
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depth = renderTexture.depth;
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}
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};
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using RenderTexture2DUnmanaged = RenderTextureUnmanaged;
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} // namespace raylib
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using RRenderTextureUnmanaged = raylib::RenderTextureUnmanaged;
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using RRenderTexture2DUnmanaged = raylib::RenderTexture2DUnmanaged;
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#endif // RAYLIB_CPP_INCLUDE_RENDERTEXTUREUNMANAGED_HPP_
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