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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;
};
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