#include "BsD3D11MultiRenderTexture.h" #include "BsD3D11Texture.h" #include "BsD3D11RenderTexture.h" #include "BsD3D11TextureView.h" namespace BansheeEngine { D3D11MultiRenderTextureCore::D3D11MultiRenderTextureCore(D3D11MultiRenderTexture* parent, MultiRenderTextureProperties* properties, const MULTI_RENDER_TEXTURE_DESC& desc) :MultiRenderTextureCore(parent, properties, desc) { } D3D11MultiRenderTextureCore::~D3D11MultiRenderTextureCore() { } void D3D11MultiRenderTextureCore::getCustomAttribute(const String& name, void* pData) const { if(name == "RTV") { ID3D11RenderTargetView** pRTVs = (ID3D11RenderTargetView **)pData; for(size_t x = 0; x < mColorSurfaces.size(); ++x) { D3D11TextureView* textureView = static_cast(mColorSurfaces[x].get()); pRTVs[x] = textureView->getRTV(); } return; } else if(name == "DSV") { ID3D11DepthStencilView** pDSV = (ID3D11DepthStencilView **)pData; D3D11TextureView* depthStencilView = static_cast(mDepthStencilSurface.get()); *pDSV = depthStencilView->getDSV(); return; } } RenderTargetProperties* D3D11MultiRenderTexture::createProperties() const { return bs_new(); } MultiRenderTextureCore* D3D11MultiRenderTexture::createCore(MultiRenderTextureProperties* properties, const MULTI_RENDER_TEXTURE_DESC& desc) { return bs_new(this, properties, desc); } }