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#pragma once
#include "drape/drape_global.hpp"
#include "drape/graphics_context.hpp"
#include "drape/pointers.hpp"
#include "drape/texture.hpp"
#include <cstdint>
#include <functional>
namespace dp
{
class FramebufferTexture : public Texture
{
public:
ref_ptr<ResourceInfo> FindResource(Key const & key, bool & newResource) override { return nullptr; }
};
using FramebufferFallback = std::function<bool()>;
class Framebuffer : public BaseFramebuffer
{
public:
class DepthStencil
{
public:
DepthStencil(bool depthEnabled, bool stencilEnabled);
~DepthStencil();
void SetSize(ref_ptr<dp::GraphicsContext> context, uint32_t width, uint32_t height);
void Destroy();
uint32_t GetDepthAttachmentId() const;
uint32_t GetStencilAttachmentId() const;
ref_ptr<FramebufferTexture> GetTexture() const;
private:
bool const m_depthEnabled = false;
bool const m_stencilEnabled = false;
drape_ptr<FramebufferTexture> m_texture;
};
Framebuffer();
explicit Framebuffer(TextureFormat colorFormat);
Framebuffer(TextureFormat colorFormat, bool depthEnabled, bool stencilEnabled);
~Framebuffer() override;
void SetFramebufferFallback(FramebufferFallback && fallback);
void SetSize(ref_ptr<dp::GraphicsContext> context, uint32_t width, uint32_t height);
void SetDepthStencilRef(ref_ptr<DepthStencil> depthStencilRef);
void ApplyOwnDepthStencil();
void Bind() override;
void ApplyFallback();
ref_ptr<Texture> GetTexture() const;
ref_ptr<DepthStencil> GetDepthStencilRef() const;
bool IsSupported() const { return m_isSupported; }
private:
void Destroy();
drape_ptr<DepthStencil> m_depthStencil;
ref_ptr<DepthStencil> m_depthStencilRef;
drape_ptr<FramebufferTexture> m_colorTexture;
uint32_t m_width = 0;
uint32_t m_height = 0;
uint32_t m_framebufferId = 0;
TextureFormat m_colorFormat;
FramebufferFallback m_framebufferFallback;
bool m_isSupported = true;
};
} // namespace dp
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