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diff --git a/demo/d3d11/renderTargetD3D11.h b/demo/d3d11/renderTargetD3D11.h
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+/*
+ * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, related documentation
+ * and any modifications thereto. Any use, reproduction, disclosure or
+ * distribution of this software and related documentation without an express
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
+ */
+
+#pragma once
+
+#include <d3d11.h>
+#include <DirectXMath.h>
+#include <wrl.h>
+
+using namespace DirectX;
+using namespace Microsoft::WRL;
+
+#define NV_NULL nullptr
+#define NV_RETURN_ON_FAIL(x) { HRESULT _res = (x); if (FAILED(_res)) { return _res; } }
+
+struct RenderTargetD3D11
+{
+public:
+
+ RenderTargetD3D11();
+
+ HRESULT init(ID3D11Device* device, int width, int height, bool depthTest = true);
+
+ void bindAndClear(ID3D11DeviceContext* context);
+
+ XMMATRIX m_lightView;
+ XMMATRIX m_lightProjection;
+ XMMATRIX m_lightWorldToTex;
+
+ ComPtr<ID3D11Texture2D> m_backTexture;
+ ComPtr<ID3D11RenderTargetView> m_backRtv;
+ ComPtr<ID3D11ShaderResourceView> m_backSrv;
+
+ ComPtr<ID3D11Texture2D> m_depthTexture;
+ ComPtr<ID3D11DepthStencilView> m_depthDsv;
+ ComPtr<ID3D11ShaderResourceView> m_depthSrv;
+
+ ComPtr<ID3D11SamplerState> m_linearSampler;
+ ComPtr<ID3D11SamplerState> m_pointSampler;
+
+ ComPtr<ID3D11DepthStencilState> m_depthStencilState;
+
+ D3D11_VIEWPORT m_viewport;
+};