/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include namespace GL { class DepthBuffer final { public: DepthBuffer(Gfx::IntSize const&); ~DepthBuffer(); float* scanline(int y); void clear(float depth); private: Gfx::IntSize m_size; float* m_data { nullptr }; }; }