render to texture sans modif applicationclass.cpp
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@ -27,6 +27,9 @@
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#include "modellistclass.h"
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#include "positionclass.h"
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#include "frustumclass.h"
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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/////////////
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@ -57,6 +60,7 @@ private:
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bool UpdateMouseStrings(int, int, bool);
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bool UpdateFps();
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bool UpdateRenderCountString(int);
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bool RenderSceneToTexture(float);
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private:
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D3DClass* m_Direct3D;
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@ -87,6 +91,8 @@ private:
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PositionClass* m_Position;
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FrustumClass* m_Frustum;
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XMMATRIX m_baseViewMatrix;
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RenderTextureClass* m_RenderTexture;
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DisplayPlaneClass* m_DisplayPlane;
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};
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#endif
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199
enginecustom/displayplaneclass.cpp
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199
enginecustom/displayplaneclass.cpp
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@ -0,0 +1,199 @@
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#include "displayplaneclass.h"
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DisplayPlaneClass::DisplayPlaneClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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}
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DisplayPlaneClass::DisplayPlaneClass(const DisplayPlaneClass& other)
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{
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}
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DisplayPlaneClass::~DisplayPlaneClass()
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{
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}
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bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
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{
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bool result;
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// Initialize the vertex and index buffer that hold the geometry for the button.
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result = InitializeBuffers(device, width, height);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void DisplayPlaneClass::Shutdown()
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{
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// Release the vertex and index buffers.
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ShutdownBuffers();
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return;
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}
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void DisplayPlaneClass::Render(ID3D11DeviceContext* deviceContext)
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{
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// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
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RenderBuffers(deviceContext);
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return;
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}
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int DisplayPlaneClass::GetIndexCount()
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{
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return m_indexCount;
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}
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bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
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{
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VertexType* vertices;
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unsigned long* indices;
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D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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HRESULT result;
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int i;
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// Set the number of vertices in the vertex array.
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m_vertexCount = 6;
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// Set the number of indices in the index array.
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m_indexCount = m_vertexCount;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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// Load the vertex array with data.
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// First triangle.
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vertices[0].position = XMFLOAT3(-width, height, 0.0f); // Top left.
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vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
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vertices[1].position = XMFLOAT3(width, -height, 0.0f); // Bottom right.
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vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
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vertices[2].position = XMFLOAT3(-width, -height, 0.0f); // Bottom left.
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vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
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// Second triangle.
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vertices[3].position = XMFLOAT3(-width, height, 0.0f); // Top left.
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vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
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vertices[4].position = XMFLOAT3(width, height, 0.0f); // Top right.
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vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
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vertices[5].position = XMFLOAT3(width, -height, 0.0f); // Bottom right.
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vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
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// Load the index array with data.
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for (i = 0; i < m_indexCount; i++)
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{
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indices[i] = i;
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}
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// Set up the description of the vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.CPUAccessFlags = 0;
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vertexBufferDesc.MiscFlags = 0;
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vertexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the vertex data.
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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// Now finally create the vertex buffer.
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result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Set up the description of the index buffer.
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indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
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indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexBufferDesc.CPUAccessFlags = 0;
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indexBufferDesc.MiscFlags = 0;
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indexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the index data.
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indexData.pSysMem = indices;
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indexData.SysMemPitch = 0;
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indexData.SysMemSlicePitch = 0;
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// Create the index buffer.
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result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Release the arrays now that the vertex and index buffers have been created and loaded.
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delete[] vertices;
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vertices = 0;
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delete[] indices;
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indices = 0;
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return true;
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}
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void DisplayPlaneClass::ShutdownBuffers()
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{
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// Release the index buffer.
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if (m_indexBuffer)
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{
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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}
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// Release the vertex buffer.
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if (m_vertexBuffer)
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{
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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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}
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return;
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}
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void DisplayPlaneClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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{
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unsigned int stride;
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unsigned int offset;
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// Set vertex buffer stride and offset.
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stride = sizeof(VertexType);
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offset = 0;
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// Set the vertex buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
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// Set the index buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
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// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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return;
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}
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enginecustom/displayplaneclass.h
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44
enginecustom/displayplaneclass.h
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#ifndef _DISPLAYPLANECLASS_H_
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#define _DISPLAYPLANECLASS_H_
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "d3dclass.h"
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////////////////////////////////////////////////////////////////////////////////
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// Class name: DisplayPlaneClass
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////////////////////////////////////////////////////////////////////////////////
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class DisplayPlaneClass
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{
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private:
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struct VertexType
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{
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XMFLOAT3 position;
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XMFLOAT2 texture;
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};
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public:
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DisplayPlaneClass();
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DisplayPlaneClass(const DisplayPlaneClass&);
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~DisplayPlaneClass();
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bool Initialize(ID3D11Device*, float, float);
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void Shutdown();
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void Render(ID3D11DeviceContext*);
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int GetIndexCount();
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private:
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bool InitializeBuffers(ID3D11Device*, float, float);
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void ShutdownBuffers();
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void RenderBuffers(ID3D11DeviceContext*);
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private:
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount;
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};
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#endif
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248
enginecustom/rendertextureclass.cpp
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248
enginecustom/rendertextureclass.cpp
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#include "rendertextureclass.h"
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RenderTextureClass::RenderTextureClass()
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{
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m_renderTargetTexture = 0;
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m_renderTargetView = 0;
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m_shaderResourceView = 0;
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m_depthStencilBuffer = 0;
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m_depthStencilView = 0;
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}
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RenderTextureClass::RenderTextureClass(const RenderTextureClass& other)
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{
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}
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RenderTextureClass::~RenderTextureClass()
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{
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}
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bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
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{
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D3D11_TEXTURE2D_DESC textureDesc;
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HRESULT result;
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D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
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D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
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D3D11_TEXTURE2D_DESC depthBufferDesc;
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D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
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DXGI_FORMAT textureFormat;
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// Set the texture format.
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switch (format)
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{
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case 1:
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{
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textureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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}
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default:
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{
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textureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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}
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}
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// Store the width and height of the render texture.
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m_textureWidth = textureWidth;
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m_textureHeight = textureHeight;
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// Initialize the render target texture description.
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ZeroMemory(&textureDesc, sizeof(textureDesc));
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// Setup the render target texture description.
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textureDesc.Width = textureWidth;
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textureDesc.Height = textureHeight;
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textureDesc.MipLevels = 1;
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textureDesc.ArraySize = 1;
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textureDesc.Format = textureFormat;
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textureDesc.SampleDesc.Count = 1;
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textureDesc.Usage = D3D11_USAGE_DEFAULT;
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textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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textureDesc.CPUAccessFlags = 0;
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textureDesc.MiscFlags = 0;
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// Create the render target texture.
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result = device->CreateTexture2D(&textureDesc, NULL, &m_renderTargetTexture);
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if (FAILED(result))
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{
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return false;
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}
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// Setup the description of the render target view.
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renderTargetViewDesc.Format = textureDesc.Format;
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renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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renderTargetViewDesc.Texture2D.MipSlice = 0;
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// Create the render target view.
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result = device->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView);
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if (FAILED(result))
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{
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return false;
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}
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// Setup the description of the shader resource view.
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shaderResourceViewDesc.Format = textureDesc.Format;
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shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
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shaderResourceViewDesc.Texture2D.MipLevels = 1;
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// Create the shader resource view.
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result = device->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_shaderResourceView);
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if (FAILED(result))
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{
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return false;
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}
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// Initialize the description of the depth buffer.
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ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
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// Set up the description of the depth buffer.
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depthBufferDesc.Width = textureWidth;
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depthBufferDesc.Height = textureHeight;
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depthBufferDesc.MipLevels = 1;
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depthBufferDesc.ArraySize = 1;
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depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depthBufferDesc.SampleDesc.Count = 1;
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depthBufferDesc.SampleDesc.Quality = 0;
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depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthBufferDesc.CPUAccessFlags = 0;
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depthBufferDesc.MiscFlags = 0;
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// Create the texture for the depth buffer using the filled out description.
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result = device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Initailze the depth stencil view description.
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ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
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// Set up the depth stencil view description.
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depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depthStencilViewDesc.Texture2D.MipSlice = 0;
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// Create the depth stencil view.
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result = device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
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if (FAILED(result))
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{
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return false;
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}
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// Setup the viewport for rendering.
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m_viewport.Width = (float)textureWidth;
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m_viewport.Height = (float)textureHeight;
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m_viewport.MinDepth = 0.0f;
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m_viewport.MaxDepth = 1.0f;
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m_viewport.TopLeftX = 0;
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m_viewport.TopLeftY = 0;
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// Setup the projection matrix.
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m_projectionMatrix = XMMatrixPerspectiveFovLH((3.141592654f / 4.0f), ((float)textureWidth / (float)textureHeight), screenNear, screenDepth);
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// Create an orthographic projection matrix for 2D rendering.
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m_orthoMatrix = XMMatrixOrthographicLH((float)textureWidth, (float)textureHeight, screenNear, screenDepth);
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return true;
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}
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void RenderTextureClass::Shutdown()
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{
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if (m_depthStencilView)
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{
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m_depthStencilView->Release();
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m_depthStencilView = 0;
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}
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if (m_depthStencilBuffer)
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{
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m_depthStencilBuffer->Release();
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m_depthStencilBuffer = 0;
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}
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if (m_shaderResourceView)
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{
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m_shaderResourceView->Release();
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m_shaderResourceView = 0;
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}
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if (m_renderTargetView)
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{
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m_renderTargetView->Release();
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m_renderTargetView = 0;
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}
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if (m_renderTargetTexture)
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{
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m_renderTargetTexture->Release();
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m_renderTargetTexture = 0;
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}
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return;
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}
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void RenderTextureClass::SetRenderTarget(ID3D11DeviceContext * deviceContext)
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{
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// Bind the render target view and depth stencil buffer to the output render pipeline.
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deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
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// Set the viewport.
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deviceContext->RSSetViewports(1, &m_viewport);
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return;
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}
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void RenderTextureClass::ClearRenderTarget(ID3D11DeviceContext * deviceContext, float red, float green, float blue, float alpha)
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{
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float color[4];
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// Setup the color to clear the buffer to.
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color[0] = red;
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color[1] = green;
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color[2] = blue;
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color[3] = alpha;
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// Clear the back buffer.
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deviceContext->ClearRenderTargetView(m_renderTargetView, color);
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// Clear the depth buffer.
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deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
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return;
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}
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ID3D11ShaderResourceView* RenderTextureClass::GetShaderResourceView()
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{
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return m_shaderResourceView;
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}
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void RenderTextureClass::GetProjectionMatrix(XMMATRIX & projectionMatrix)
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{
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projectionMatrix = m_projectionMatrix;
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return;
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}
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void RenderTextureClass::GetOrthoMatrix(XMMATRIX & orthoMatrix)
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{
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orthoMatrix = m_orthoMatrix;
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return;
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}
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int RenderTextureClass::GetTextureWidth()
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{
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return m_textureWidth;
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}
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int RenderTextureClass::GetTextureHeight()
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{
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||||
return m_textureHeight;
|
||||
}
|
51
enginecustom/rendertextureclass.h
Normal file
51
enginecustom/rendertextureclass.h
Normal file
@ -0,0 +1,51 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: rendertextureclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _RENDERTEXTURECLASS_H_
|
||||
#define _RENDERTEXTURECLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: RenderTextureClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class RenderTextureClass
|
||||
{
|
||||
public:
|
||||
RenderTextureClass();
|
||||
RenderTextureClass(const RenderTextureClass&);
|
||||
~RenderTextureClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, int, int, float, float, int);
|
||||
void Shutdown();
|
||||
|
||||
void SetRenderTarget(ID3D11DeviceContext*);
|
||||
void ClearRenderTarget(ID3D11DeviceContext*, float, float, float, float);
|
||||
ID3D11ShaderResourceView* GetShaderResourceView();
|
||||
|
||||
void GetProjectionMatrix(XMMATRIX&);
|
||||
void GetOrthoMatrix(XMMATRIX&);
|
||||
|
||||
int GetTextureWidth();
|
||||
int GetTextureHeight();
|
||||
|
||||
private:
|
||||
int m_textureWidth, m_textureHeight;
|
||||
ID3D11Texture2D* m_renderTargetTexture;
|
||||
ID3D11RenderTargetView* m_renderTargetView;
|
||||
ID3D11ShaderResourceView* m_shaderResourceView;
|
||||
ID3D11Texture2D* m_depthStencilBuffer;
|
||||
ID3D11DepthStencilView* m_depthStencilView;
|
||||
D3D11_VIEWPORT m_viewport;
|
||||
XMMATRIX m_projectionMatrix;
|
||||
XMMATRIX m_orthoMatrix;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
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Reference in New Issue
Block a user