BsD3D11MultiRenderTexture.cpp 1.5 KB

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  1. #include "BsD3D11MultiRenderTexture.h"
  2. #include "BsD3D11Texture.h"
  3. #include "BsD3D11RenderTexture.h"
  4. #include "BsD3D11TextureView.h"
  5. namespace BansheeEngine
  6. {
  7. D3D11MultiRenderTextureCore::D3D11MultiRenderTextureCore(const MULTI_RENDER_TEXTURE_CORE_DESC& desc)
  8. :MultiRenderTextureCore(desc), mProperties(desc)
  9. {
  10. }
  11. D3D11MultiRenderTextureCore::~D3D11MultiRenderTextureCore()
  12. {
  13. }
  14. void D3D11MultiRenderTextureCore::getCustomAttribute(const String& name, void* pData) const
  15. {
  16. if(name == "RTV")
  17. {
  18. ID3D11RenderTargetView** rtvs = (ID3D11RenderTargetView **)pData;
  19. for(UINT32 i = 0; i < (UINT32)mColorSurfaces.size(); ++i)
  20. {
  21. if (mColorSurfaces[i] == nullptr)
  22. continue;
  23. D3D11TextureView* textureView = static_cast<D3D11TextureView*>(mColorSurfaces[i].get());
  24. rtvs[i] = textureView->getRTV();
  25. }
  26. }
  27. else if(name == "DSV")
  28. {
  29. ID3D11DepthStencilView** dsv = (ID3D11DepthStencilView **)pData;
  30. D3D11TextureView* depthStencilView = static_cast<D3D11TextureView*>(mDepthStencilSurface.get());
  31. *dsv = depthStencilView->getDSV(false);
  32. }
  33. else if (name == "RODSV")
  34. {
  35. ID3D11DepthStencilView** dsv = (ID3D11DepthStencilView **)pData;
  36. D3D11TextureView* depthStencilView = static_cast<D3D11TextureView*>(mDepthStencilSurface.get());
  37. *dsv = depthStencilView->getDSV(true);
  38. }
  39. }
  40. D3D11MultiRenderTexture::D3D11MultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc)
  41. :MultiRenderTexture(desc), mProperties(desc)
  42. { }
  43. }