chromium/third_party/angle/third_party/glmark2/src/src/scene-refract.h

//
// 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_