# Khaotic Engine Reborn: enginecustom/src/src/system/render_texture_class.cpp Source File

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render_texture_class.cpp
#include "render_texture_class.h"
render_texture_class::render_texture_class()
{
m_renderTargetTexture = 0;
m_renderTargetView = 0;
m_shaderResourceView = 0;
m_depthStencilBuffer = 0;
m_depthStencilView = 0;
}
render_texture_class::render_texture_class(const render_texture_class& other)
{
}
render_texture_class::~render_texture_class()
{
}
bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
{
Logger::Get().Log("Initializing render_texture_class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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))
{
Logger::Get().Log("Failed to create render target texture", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to create depth buffer texture", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
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);
Logger::Get().Log("render_texture_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void render_texture_class::Shutdown()
{
Logger::Get().Log("Shutting down render_texture_class", __FILE__, __LINE__, Logger::LogLevel::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;
}
Logger::Get().Log("render_texture_class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void render_texture_class::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 render_texture_class::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* render_texture_class::GetShaderResourceView()
{
return m_shaderResourceView;
}
void render_texture_class::GetProjectionMatrix(XMMATRIX & projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
return;
}
void render_texture_class::GetOrthoMatrix(XMMATRIX & orthoMatrix)
{
orthoMatrix = m_orthoMatrix;
return;
}
int render_texture_class::GetTextureWidth()
{
return m_textureWidth;
}
int render_texture_class::GetTextureHeight()
{
return m_textureHeight;
}
render_texture_class
Definition render_texture_class.h:21