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BsD3D11MultiRenderTexture.cpp 1.7 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11MultiRenderTexture.h"
  4. #include "BsD3D11Texture.h"
  5. #include "BsD3D11RenderTexture.h"
  6. #include "BsD3D11TextureView.h"
  7. namespace BansheeEngine
  8. {
  9. D3D11MultiRenderTextureCore::D3D11MultiRenderTextureCore(const MULTI_RENDER_TEXTURE_CORE_DESC& desc)
  10. :MultiRenderTextureCore(desc), mProperties(desc)
  11. {
  12. }
  13. D3D11MultiRenderTextureCore::~D3D11MultiRenderTextureCore()
  14. {
  15. }
  16. void D3D11MultiRenderTextureCore::getCustomAttribute(const String& name, void* pData) const
  17. {
  18. if(name == "RTV")
  19. {
  20. ID3D11RenderTargetView** rtvs = (ID3D11RenderTargetView **)pData;
  21. for(UINT32 i = 0; i < (UINT32)mColorSurfaces.size(); ++i)
  22. {
  23. if (mColorSurfaces[i] == nullptr)
  24. continue;
  25. D3D11TextureView* textureView = static_cast<D3D11TextureView*>(mColorSurfaces[i].get());
  26. rtvs[i] = textureView->getRTV();
  27. }
  28. }
  29. else if(name == "DSV")
  30. {
  31. ID3D11DepthStencilView** dsv = (ID3D11DepthStencilView **)pData;
  32. D3D11TextureView* depthStencilView = static_cast<D3D11TextureView*>(mDepthStencilSurface.get());
  33. *dsv = depthStencilView->getDSV(false);
  34. }
  35. else if (name == "RODSV")
  36. {
  37. ID3D11DepthStencilView** dsv = (ID3D11DepthStencilView **)pData;
  38. D3D11TextureView* depthStencilView = static_cast<D3D11TextureView*>(mDepthStencilSurface.get());
  39. *dsv = depthStencilView->getDSV(true);
  40. }
  41. }
  42. D3D11MultiRenderTexture::D3D11MultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc)
  43. :MultiRenderTexture(desc), mProperties(desc)
  44. { }
  45. }