Magic_Game/src/kiwano/render/TextureRenderContext.h

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// Copyright (c) 2016-2019 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include <kiwano/render/RenderContext.h>
namespace kiwano
{
KGE_DECLARE_SMART_PTR(TextureRenderContext);
/**
* \addtogroup Render
* @{
*/
/// \~chinese
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/// @brief 纹理渲染上下文
/// @details 纹理渲染上下文将渲染输出到一个纹理对象中
class KGE_API TextureRenderContext : public virtual RenderContext
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{
public:
/// \~chinese
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/// @brief 创建纹理渲染上下文
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static TextureRenderContextPtr Create();
/// \~chinese
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/// @brief 创建纹理渲染上下文
/// @param size 期望的输出大小
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static TextureRenderContextPtr Create(Size const& desired_size);
/// \~chinese
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/// @brief 获取渲染输出
/// @param[out] texture 纹理输出
/// @return 操作是否成功
virtual bool GetOutput(Texture& texture) = 0;
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};
/** @} */
} // namespace kiwano