#ifndef RENDERTARGET_H #define RENDERTARGET_H #include class Texture2D; class RenderDevice; class RenderTarget { friend class RenderDevice; public: // #TODO: Little hack static void setDefaultFramebuffer(); public: RenderTarget(); ~RenderTarget(); void create(const char* name = nullptr); void destroy(); void finialize(); void attachColorTexture(int slot, Texture2D* texture); void attachDepthTexture(Texture2D* texture); private: uint32_t m_framebuffer; }; #endif