TombEngine/TR5Main/Renderer/RenderTarget2D/RenderTarget2D.h

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#pragma once
#include <wrl/client.h>
namespace ten::renderer {
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using Microsoft::WRL::ComPtr;
class RenderTarget2D {
public:
ComPtr<ID3D11RenderTargetView> RenderTargetView;
ComPtr<ID3D11ShaderResourceView> ShaderResourceView;
ComPtr<ID3D11Texture2D> Texture;
ComPtr<ID3D11DepthStencilView> DepthStencilView;
ComPtr<ID3D11Texture2D> DepthStencilTexture;
ComPtr<ID3D11ShaderResourceView> DepthShaderResourceView;
RenderTarget2D() {};
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RenderTarget2D(ID3D11Device* device, int w, int h, DXGI_FORMAT colorFormat, DXGI_FORMAT depthFormat = DXGI_FORMAT_D32_FLOAT);
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};
}