261 lines
7.8 KiB
C++
261 lines
7.8 KiB
C++
#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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Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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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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Logger::Get().Log("Failed to create render target texture", __FILE__, __LINE__, Logger::LogLevel::Error);
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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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Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
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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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Logger::Get().Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
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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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Logger::Get().Log("Failed to create depth buffer texture", __FILE__, __LINE__, Logger::LogLevel::Error);
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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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Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
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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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Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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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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Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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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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Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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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;
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} |