#include "BsD3D11MultiRenderTexture.h" #include "BsD3D11Texture.h" #include "BsD3D11RenderTexture.h" #include "BsD3D11TextureView.h" namespace BansheeEngine { D3D11MultiRenderTextureCore::D3D11MultiRenderTextureCore(const MULTI_RENDER_TEXTURE_CORE_DESC& desc) :MultiRenderTextureCore(desc), mProperties(desc) { } D3D11MultiRenderTextureCore::~D3D11MultiRenderTextureCore() { } void D3D11MultiRenderTextureCore::getCustomAttribute(const String& name, void* pData) const { if(name == "RTV") { ID3D11RenderTargetView** rtvs = (ID3D11RenderTargetView **)pData; for(UINT32 i = 0; i < (UINT32)mColorSurfaces.size(); ++i) { if (mColorSurfaces[i] == nullptr) continue; D3D11TextureView* textureView = static_cast(mColorSurfaces[i].get()); rtvs[i] = textureView->getRTV(); } } else if(name == "DSV") { ID3D11DepthStencilView** dsv = (ID3D11DepthStencilView **)pData; D3D11TextureView* depthStencilView = static_cast(mDepthStencilSurface.get()); *dsv = depthStencilView->getDSV(); } } D3D11MultiRenderTexture::D3D11MultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc) :MultiRenderTexture(desc), mProperties(desc) { } }