#include "RenderTexture.hpp" TSE::OpenGL::RenderTexture::RenderTexture(Vector2 v, uint textureCount) : buffer(v, textureCount) { buffer.AddResizeNotifiable(this); } TSE::Vector2 TSE::OpenGL::RenderTexture::size() const { return buffer.GetSize(); } void TSE::OpenGL::RenderTexture::SetSize(Vector2 v) { buffer.Resize(v); } float TSE::OpenGL::RenderTexture::Width() const { return buffer.GetSize().x; } float TSE::OpenGL::RenderTexture::Height() const { return buffer.GetSize().y; } TSE::uint TSE::OpenGL::RenderTexture::GetTextureId() const { return buffer.GetTextureId(); } TSE::uint TSE::OpenGL::RenderTexture::GetTextureId(uint id) const { return buffer.GetTextureId(id); } void TSE::OpenGL::RenderTexture::Update() { buffer.Update(); } void TSE::OpenGL::RenderTexture::Bind() { buffer.Bind(); } void TSE::OpenGL::RenderTexture::Unbind() { buffer.Unbind(); } void TSE::OpenGL::RenderTexture::OnResize(float width, float height, IResizable *wnd) { for (auto const& i : objectsToResize) { i->OnResize(width, height, this); } }