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#pragma once
#include <mbgl/map/view.hpp>
#include <mbgl/gl/framebuffer.hpp>
#include <mbgl/gl/texture.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/util/image.hpp>
namespace mbgl {
namespace gl {
class Context;
} // namespace gl
class OffscreenTexture : public View {
public:
OffscreenTexture(gl::Context&, std::array<uint16_t, 2> size = {{ 256, 256 }});
void bind() override;
PremultipliedImage readStillImage();
gl::Texture& getTexture();
private:
gl::Context& context;
std::array<uint16_t, 2> size;
optional<gl::Framebuffer> framebuffer;
optional<gl::Texture> texture;
};
} // namespace mbgl
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