#include "CmD3D9RenderTexture.h" #include "CmD3D9Texture.h" #include "CmD3D9PixelBuffer.h" #include "CmD3D9RenderSystem.h" #include "CmTextureView.h" namespace CamelotFramework { D3D9RenderTexture::D3D9RenderTexture() :mDX9ColorSurface(nullptr), mDX9DepthStencilSurface(nullptr), mIsBindableToShader(false) { } D3D9RenderTexture::~D3D9RenderTexture() { } void D3D9RenderTexture::getCustomAttribute(const String& name, void* pData) const { if(name == "DDBACKBUFFER") { IDirect3DSurface9 ** pSurf = (IDirect3DSurface9 **)pData; *pSurf = mDX9ColorSurface; return; } else if(name == "D3DZBUFFER") { IDirect3DSurface9 ** pSurf = (IDirect3DSurface9 **)pData; *pSurf = mDX9DepthStencilSurface; return; } else if(name == "HWND") { HWND *pHwnd = (HWND*)pData; *pHwnd = NULL; return; } } void D3D9RenderTexture::initialize_internal() { D3D9Texture* d3d9texture = static_cast(mColorSurface->getTexture().get()); D3D9PixelBuffer* pixelBuffer = static_cast( d3d9texture->getBuffer(mColorSurface->getFirstArraySlice(), mColorSurface->getMostDetailedMip()).get()); mDX9ColorSurface = pixelBuffer->getSurface(D3D9RenderSystem::getActiveD3D9Device()); D3D9Texture* d3d9DepthStencil = static_cast(mDepthStencilSurface->getTexture().get()); D3D9PixelBuffer* depthStencilBuffer = static_cast( d3d9DepthStencil->getBuffer(mDepthStencilSurface->getFirstArraySlice(), mDepthStencilSurface->getMostDetailedMip()).get()); mDX9DepthStencilSurface = depthStencilBuffer->getSurface(D3D9RenderSystem::getActiveD3D9Device()); RenderTexture::initialize_internal(); } }