render to texture sans modif applicationclass.cpp
This commit is contained in:
parent
5817867594
commit
b8a02a63eb
@ -27,6 +27,9 @@
|
|||||||
#include "modellistclass.h"
|
#include "modellistclass.h"
|
||||||
#include "positionclass.h"
|
#include "positionclass.h"
|
||||||
#include "frustumclass.h"
|
#include "frustumclass.h"
|
||||||
|
#include "rendertextureclass.h"
|
||||||
|
#include "displayplaneclass.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/////////////
|
/////////////
|
||||||
@ -57,6 +60,7 @@ private:
|
|||||||
bool UpdateMouseStrings(int, int, bool);
|
bool UpdateMouseStrings(int, int, bool);
|
||||||
bool UpdateFps();
|
bool UpdateFps();
|
||||||
bool UpdateRenderCountString(int);
|
bool UpdateRenderCountString(int);
|
||||||
|
bool RenderSceneToTexture(float);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
D3DClass* m_Direct3D;
|
D3DClass* m_Direct3D;
|
||||||
@ -87,6 +91,8 @@ private:
|
|||||||
PositionClass* m_Position;
|
PositionClass* m_Position;
|
||||||
FrustumClass* m_Frustum;
|
FrustumClass* m_Frustum;
|
||||||
XMMATRIX m_baseViewMatrix;
|
XMMATRIX m_baseViewMatrix;
|
||||||
|
RenderTextureClass* m_RenderTexture;
|
||||||
|
DisplayPlaneClass* m_DisplayPlane;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
199
enginecustom/displayplaneclass.cpp
Normal file
199
enginecustom/displayplaneclass.cpp
Normal file
@ -0,0 +1,199 @@
|
|||||||
|
#include "displayplaneclass.h"
|
||||||
|
|
||||||
|
|
||||||
|
DisplayPlaneClass::DisplayPlaneClass()
|
||||||
|
{
|
||||||
|
m_vertexBuffer = 0;
|
||||||
|
m_indexBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
DisplayPlaneClass::DisplayPlaneClass(const DisplayPlaneClass& other)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
DisplayPlaneClass::~DisplayPlaneClass()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
|
||||||
|
{
|
||||||
|
bool result;
|
||||||
|
|
||||||
|
|
||||||
|
// Initialize the vertex and index buffer that hold the geometry for the button.
|
||||||
|
result = InitializeBuffers(device, width, height);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void DisplayPlaneClass::Shutdown()
|
||||||
|
{
|
||||||
|
// Release the vertex and index buffers.
|
||||||
|
ShutdownBuffers();
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void DisplayPlaneClass::Render(ID3D11DeviceContext* deviceContext)
|
||||||
|
{
|
||||||
|
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||||
|
RenderBuffers(deviceContext);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
int DisplayPlaneClass::GetIndexCount()
|
||||||
|
{
|
||||||
|
return m_indexCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
|
||||||
|
{
|
||||||
|
VertexType* vertices;
|
||||||
|
unsigned long* indices;
|
||||||
|
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||||
|
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||||
|
HRESULT result;
|
||||||
|
int i;
|
||||||
|
|
||||||
|
|
||||||
|
// Set the number of vertices in the vertex array.
|
||||||
|
m_vertexCount = 6;
|
||||||
|
|
||||||
|
// Set the number of indices in the index array.
|
||||||
|
m_indexCount = m_vertexCount;
|
||||||
|
|
||||||
|
// Create the vertex array.
|
||||||
|
vertices = new VertexType[m_vertexCount];
|
||||||
|
|
||||||
|
// Create the index array.
|
||||||
|
indices = new unsigned long[m_indexCount];
|
||||||
|
|
||||||
|
// Load the vertex array with data.
|
||||||
|
// First triangle.
|
||||||
|
vertices[0].position = XMFLOAT3(-width, height, 0.0f); // Top left.
|
||||||
|
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
|
||||||
|
|
||||||
|
vertices[1].position = XMFLOAT3(width, -height, 0.0f); // Bottom right.
|
||||||
|
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
|
||||||
|
|
||||||
|
vertices[2].position = XMFLOAT3(-width, -height, 0.0f); // Bottom left.
|
||||||
|
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
|
||||||
|
|
||||||
|
// Second triangle.
|
||||||
|
vertices[3].position = XMFLOAT3(-width, height, 0.0f); // Top left.
|
||||||
|
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
||||||
|
|
||||||
|
vertices[4].position = XMFLOAT3(width, height, 0.0f); // Top right.
|
||||||
|
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
||||||
|
|
||||||
|
vertices[5].position = XMFLOAT3(width, -height, 0.0f); // Bottom right.
|
||||||
|
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
|
||||||
|
|
||||||
|
// Load the index array with data.
|
||||||
|
for (i = 0; i < m_indexCount; i++)
|
||||||
|
{
|
||||||
|
indices[i] = i;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set up the description of the vertex buffer.
|
||||||
|
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||||
|
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
|
vertexBufferDesc.CPUAccessFlags = 0;
|
||||||
|
vertexBufferDesc.MiscFlags = 0;
|
||||||
|
vertexBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
|
// Give the subresource structure a pointer to the vertex data.
|
||||||
|
vertexData.pSysMem = vertices;
|
||||||
|
vertexData.SysMemPitch = 0;
|
||||||
|
vertexData.SysMemSlicePitch = 0;
|
||||||
|
|
||||||
|
// Now finally create the vertex buffer.
|
||||||
|
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set up the description of the index buffer.
|
||||||
|
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||||
|
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||||
|
indexBufferDesc.CPUAccessFlags = 0;
|
||||||
|
indexBufferDesc.MiscFlags = 0;
|
||||||
|
indexBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
|
// Give the subresource structure a pointer to the index data.
|
||||||
|
indexData.pSysMem = indices;
|
||||||
|
indexData.SysMemPitch = 0;
|
||||||
|
indexData.SysMemSlicePitch = 0;
|
||||||
|
|
||||||
|
// Create the index buffer.
|
||||||
|
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||||
|
delete[] vertices;
|
||||||
|
vertices = 0;
|
||||||
|
|
||||||
|
delete[] indices;
|
||||||
|
indices = 0;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void DisplayPlaneClass::ShutdownBuffers()
|
||||||
|
{
|
||||||
|
// Release the index buffer.
|
||||||
|
if (m_indexBuffer)
|
||||||
|
{
|
||||||
|
m_indexBuffer->Release();
|
||||||
|
m_indexBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the vertex buffer.
|
||||||
|
if (m_vertexBuffer)
|
||||||
|
{
|
||||||
|
m_vertexBuffer->Release();
|
||||||
|
m_vertexBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void DisplayPlaneClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||||
|
{
|
||||||
|
unsigned int stride;
|
||||||
|
unsigned int offset;
|
||||||
|
|
||||||
|
|
||||||
|
// Set vertex buffer stride and offset.
|
||||||
|
stride = sizeof(VertexType);
|
||||||
|
offset = 0;
|
||||||
|
|
||||||
|
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||||
|
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||||
|
|
||||||
|
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||||
|
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||||
|
|
||||||
|
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||||
|
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
44
enginecustom/displayplaneclass.h
Normal file
44
enginecustom/displayplaneclass.h
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
#ifndef _DISPLAYPLANECLASS_H_
|
||||||
|
#define _DISPLAYPLANECLASS_H_
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////
|
||||||
|
// MY CLASS INCLUDES //
|
||||||
|
///////////////////////
|
||||||
|
#include "d3dclass.h"
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Class name: DisplayPlaneClass
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
class DisplayPlaneClass
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
struct VertexType
|
||||||
|
{
|
||||||
|
XMFLOAT3 position;
|
||||||
|
XMFLOAT2 texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
DisplayPlaneClass();
|
||||||
|
DisplayPlaneClass(const DisplayPlaneClass&);
|
||||||
|
~DisplayPlaneClass();
|
||||||
|
|
||||||
|
bool Initialize(ID3D11Device*, float, float);
|
||||||
|
void Shutdown();
|
||||||
|
void Render(ID3D11DeviceContext*);
|
||||||
|
|
||||||
|
int GetIndexCount();
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool InitializeBuffers(ID3D11Device*, float, float);
|
||||||
|
void ShutdownBuffers();
|
||||||
|
void RenderBuffers(ID3D11DeviceContext*);
|
||||||
|
|
||||||
|
private:
|
||||||
|
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||||
|
int m_vertexCount, m_indexCount;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
248
enginecustom/rendertextureclass.cpp
Normal file
248
enginecustom/rendertextureclass.cpp
Normal file
@ -0,0 +1,248 @@
|
|||||||
|
#include "rendertextureclass.h"
|
||||||
|
|
||||||
|
RenderTextureClass::RenderTextureClass()
|
||||||
|
{
|
||||||
|
m_renderTargetTexture = 0;
|
||||||
|
m_renderTargetView = 0;
|
||||||
|
m_shaderResourceView = 0;
|
||||||
|
m_depthStencilBuffer = 0;
|
||||||
|
m_depthStencilView = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
RenderTextureClass::RenderTextureClass(const RenderTextureClass& other)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
RenderTextureClass::~RenderTextureClass()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
|
||||||
|
{
|
||||||
|
D3D11_TEXTURE2D_DESC textureDesc;
|
||||||
|
HRESULT result;
|
||||||
|
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
|
||||||
|
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
|
||||||
|
D3D11_TEXTURE2D_DESC depthBufferDesc;
|
||||||
|
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
|
||||||
|
DXGI_FORMAT textureFormat;
|
||||||
|
|
||||||
|
|
||||||
|
// Set the texture format.
|
||||||
|
switch (format)
|
||||||
|
{
|
||||||
|
case 1:
|
||||||
|
{
|
||||||
|
textureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
{
|
||||||
|
textureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Store the width and height of the render texture.
|
||||||
|
m_textureWidth = textureWidth;
|
||||||
|
m_textureHeight = textureHeight;
|
||||||
|
|
||||||
|
// Initialize the render target texture description.
|
||||||
|
ZeroMemory(&textureDesc, sizeof(textureDesc));
|
||||||
|
|
||||||
|
// Setup the render target texture description.
|
||||||
|
textureDesc.Width = textureWidth;
|
||||||
|
textureDesc.Height = textureHeight;
|
||||||
|
textureDesc.MipLevels = 1;
|
||||||
|
textureDesc.ArraySize = 1;
|
||||||
|
textureDesc.Format = textureFormat;
|
||||||
|
textureDesc.SampleDesc.Count = 1;
|
||||||
|
textureDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
textureDesc.CPUAccessFlags = 0;
|
||||||
|
textureDesc.MiscFlags = 0;
|
||||||
|
|
||||||
|
// Create the render target texture.
|
||||||
|
result = device->CreateTexture2D(&textureDesc, NULL, &m_renderTargetTexture);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup the description of the render target view.
|
||||||
|
renderTargetViewDesc.Format = textureDesc.Format;
|
||||||
|
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||||
|
renderTargetViewDesc.Texture2D.MipSlice = 0;
|
||||||
|
|
||||||
|
// Create the render target view.
|
||||||
|
result = device->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup the description of the shader resource view.
|
||||||
|
shaderResourceViewDesc.Format = textureDesc.Format;
|
||||||
|
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
shaderResourceViewDesc.Texture2D.MipLevels = 1;
|
||||||
|
|
||||||
|
// Create the shader resource view.
|
||||||
|
result = device->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_shaderResourceView);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Initialize the description of the depth buffer.
|
||||||
|
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
|
||||||
|
|
||||||
|
// Set up the description of the depth buffer.
|
||||||
|
depthBufferDesc.Width = textureWidth;
|
||||||
|
depthBufferDesc.Height = textureHeight;
|
||||||
|
depthBufferDesc.MipLevels = 1;
|
||||||
|
depthBufferDesc.ArraySize = 1;
|
||||||
|
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||||
|
depthBufferDesc.SampleDesc.Count = 1;
|
||||||
|
depthBufferDesc.SampleDesc.Quality = 0;
|
||||||
|
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||||
|
depthBufferDesc.CPUAccessFlags = 0;
|
||||||
|
depthBufferDesc.MiscFlags = 0;
|
||||||
|
|
||||||
|
// Create the texture for the depth buffer using the filled out description.
|
||||||
|
result = device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Initailze the depth stencil view description.
|
||||||
|
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
|
||||||
|
|
||||||
|
// Set up the depth stencil view description.
|
||||||
|
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||||
|
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||||||
|
depthStencilViewDesc.Texture2D.MipSlice = 0;
|
||||||
|
|
||||||
|
// Create the depth stencil view.
|
||||||
|
result = device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup the viewport for rendering.
|
||||||
|
m_viewport.Width = (float)textureWidth;
|
||||||
|
m_viewport.Height = (float)textureHeight;
|
||||||
|
m_viewport.MinDepth = 0.0f;
|
||||||
|
m_viewport.MaxDepth = 1.0f;
|
||||||
|
m_viewport.TopLeftX = 0;
|
||||||
|
m_viewport.TopLeftY = 0;
|
||||||
|
|
||||||
|
// Setup the projection matrix.
|
||||||
|
m_projectionMatrix = XMMatrixPerspectiveFovLH((3.141592654f / 4.0f), ((float)textureWidth / (float)textureHeight), screenNear, screenDepth);
|
||||||
|
|
||||||
|
// Create an orthographic projection matrix for 2D rendering.
|
||||||
|
m_orthoMatrix = XMMatrixOrthographicLH((float)textureWidth, (float)textureHeight, screenNear, screenDepth);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderTextureClass::Shutdown()
|
||||||
|
{
|
||||||
|
if (m_depthStencilView)
|
||||||
|
{
|
||||||
|
m_depthStencilView->Release();
|
||||||
|
m_depthStencilView = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_depthStencilBuffer)
|
||||||
|
{
|
||||||
|
m_depthStencilBuffer->Release();
|
||||||
|
m_depthStencilBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_shaderResourceView)
|
||||||
|
{
|
||||||
|
m_shaderResourceView->Release();
|
||||||
|
m_shaderResourceView = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_renderTargetView)
|
||||||
|
{
|
||||||
|
m_renderTargetView->Release();
|
||||||
|
m_renderTargetView = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_renderTargetTexture)
|
||||||
|
{
|
||||||
|
m_renderTargetTexture->Release();
|
||||||
|
m_renderTargetTexture = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderTextureClass::SetRenderTarget(ID3D11DeviceContext * deviceContext)
|
||||||
|
{
|
||||||
|
// Bind the render target view and depth stencil buffer to the output render pipeline.
|
||||||
|
deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
|
||||||
|
|
||||||
|
// Set the viewport.
|
||||||
|
deviceContext->RSSetViewports(1, &m_viewport);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderTextureClass::ClearRenderTarget(ID3D11DeviceContext * deviceContext, float red, float green, float blue, float alpha)
|
||||||
|
{
|
||||||
|
float color[4];
|
||||||
|
|
||||||
|
|
||||||
|
// Setup the color to clear the buffer to.
|
||||||
|
color[0] = red;
|
||||||
|
color[1] = green;
|
||||||
|
color[2] = blue;
|
||||||
|
color[3] = alpha;
|
||||||
|
|
||||||
|
// Clear the back buffer.
|
||||||
|
deviceContext->ClearRenderTargetView(m_renderTargetView, color);
|
||||||
|
|
||||||
|
// Clear the depth buffer.
|
||||||
|
deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ID3D11ShaderResourceView* RenderTextureClass::GetShaderResourceView()
|
||||||
|
{
|
||||||
|
return m_shaderResourceView;
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderTextureClass::GetProjectionMatrix(XMMATRIX & projectionMatrix)
|
||||||
|
{
|
||||||
|
projectionMatrix = m_projectionMatrix;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void RenderTextureClass::GetOrthoMatrix(XMMATRIX & orthoMatrix)
|
||||||
|
{
|
||||||
|
orthoMatrix = m_orthoMatrix;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
int RenderTextureClass::GetTextureWidth()
|
||||||
|
{
|
||||||
|
return m_textureWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
int RenderTextureClass::GetTextureHeight()
|
||||||
|
{
|
||||||
|
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…
x
Reference in New Issue
Block a user