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RenderTexture.cpp
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#include "RenderTexture.h"
#include "Utility.h"
RenderTexture::RenderTexture()
{
renderTargetTexture = 0;
renderTargetView = 0;
shaderResourceView = 0;
}
RenderTexture::RenderTexture(const RenderTexture& other)
{
}
RenderTexture::~RenderTexture()
{
SafeRelease(renderTargetView);
SafeRelease(shaderResourceView);
}
bool RenderTexture::Init(ID3D11Device* device, int textureWidth, int textureHeight)
{
HRESULT result;
D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));
textureDesc.Width = textureWidth;
textureDesc.Height = textureHeight;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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;
result = device->CreateTexture2D(&textureDesc, NULL, &renderTargetTexture);
if(FAILED(result))
{
return false;
}
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
result = device->CreateRenderTargetView(renderTargetTexture, &renderTargetViewDesc, &renderTargetView);
if(FAILED(result))
{
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
result = device->CreateShaderResourceView(renderTargetTexture, &shaderResourceViewDesc, &shaderResourceView);
if(FAILED(result))
{
return false;
}
SafeRelease(renderTargetTexture);
return true;
}
void RenderTexture::SetRenderTarget(ID3D11DeviceContext* deviceContext, ID3D11DepthStencilView* depthStencilView)
{
deviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
return;
}
void RenderTexture::ClearRenderTarget(ID3D11DeviceContext* deviceContext, ID3D11DepthStencilView* depthStencilView,
float red, float green, float blue, float alpha)
{
float color[4];
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
deviceContext->ClearRenderTargetView(renderTargetView, color);
deviceContext->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
}
ID3D11ShaderResourceView* RenderTexture::GetShaderResourceView()
{
return shaderResourceView;
}