/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_OnScreenBuffer.h Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 23585 $ *---------------------------------------------------------------------------*/ #ifndef NW_GFX_ONSCREENBUFFER_H_ #define NW_GFX_ONSCREENBUFFER_H_ #include #include namespace nw { namespace os { class IAllocator; } // namespace os namespace gfx { //--------------------------------------------------------------------------- //! @brief 画面に表示させるための描画対象を表すクラスです。 //--------------------------------------------------------------------------- class OnScreenBuffer : public IRenderTarget { private: NW_DISALLOW_COPY_AND_ASSIGN(OnScreenBuffer); public: NW_UT_RUNTIME_TYPEINFO; //! 設定内容を取得します。 virtual const Description& GetDescription() const { return m_Description; } //--------------------------------------------------------------------------- //! @brief バッファオブジェクトを取得します。 //! //! @return バッファオブジェクトを返します。 //--------------------------------------------------------------------------- virtual const FrameBufferObject& GetBufferObject() const { return m_BackBufferObject; } private: //! @brief コンストラクタです。 OnScreenBuffer(os::IAllocator* pAllocator, const Description& description); void InitializeGl(); void InitizlizeManulally(); //! @brief デストラクタです。 virtual ~OnScreenBuffer(); u32 m_ColorBuffer; u32 m_DepthBuffer; FrameBufferObject m_BackBufferObject; Description m_Description; friend class IRenderTarget; }; } // namespace gfx } // namespace nw #endif // NW_GFX_ONSCREENBUFFER_H_