// // Copyright © 2012 Linaro Limited // // This file is part of the glmark2 OpenGL (ES) 2.0 benchmark. // // glmark2 is free software: you can redistribute it and/or modify it under the // terms of the GNU General Public License as published by the Free Software // Foundation, either version 3 of the License, or (at your option) any later // version. // // glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS // FOR A PARTICULAR PURPOSE. See the GNU General Public License for more // details. // // You should have received a copy of the GNU General Public License along with // glmark2. If not, see <http://www.gnu.org/licenses/>. // // Authors: // Jesse Barker // #ifndef SCENE_REFRACT_ #define SCENE_REFRACT_ #include "scene.h" #include "stack.h" // // To create a shadow map, we need a framebuffer object set up for a // depth-only pass. The render target can then be bound as a texture, // and the depth values sampled from that texture can be used in the // distance-from-light computations when rendering the shadow on the // ground below the rendered object. // class DistanceRenderTarget { … }; class RefractPrivate { … }; #endif // SCENE_REFRACT_