TombEngine/TR5Main/Renderer/RenderTargetCube/RenderTargetCube.cpp

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#include "framework.h"
#include "RenderTargetCube.h"
#include "Utils.h"
using T5M::Renderer::Utils::throwIfFailed;
T5M::Renderer::RenderTargetCube::RenderTargetCube(ID3D11Device* device, int resolution, DXGI_FORMAT format) : resolution(resolution) {
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = resolution;
desc.Height = resolution;
desc.MipLevels = 1;
desc.ArraySize = 6;
desc.Format = format;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
HRESULT res = device->CreateTexture2D(&desc, NULL, &Texture);
throwIfFailed(res);
D3D11_RENDER_TARGET_VIEW_DESC viewDesc = {};
viewDesc.Format = desc.Format;
viewDesc.Texture2DArray.ArraySize = 1;
viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
for (int i = 0; i < 6; i++) {
viewDesc.Texture2DArray.FirstArraySlice = D3D11CalcSubresource(0, i, 1);
res = device->CreateRenderTargetView(Texture.Get(), &viewDesc, RenderTargetView[i].GetAddressOf());
throwIfFailed(res);
}
// Setup the description of the shader resource view.
D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc = {};
shaderDesc.Format = desc.Format;
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
shaderDesc.Texture2DArray.MostDetailedMip = 0;
shaderDesc.Texture2DArray.MipLevels = 1;
shaderDesc.Texture2DArray.ArraySize = 6;
shaderDesc.Texture2DArray.FirstArraySlice = 0;
res = device->CreateShaderResourceView(Texture.Get(), &shaderDesc, ShaderResourceView.GetAddressOf());
throwIfFailed(res);
D3D11_TEXTURE2D_DESC depthTexDesc = {};
depthTexDesc.Width = resolution;
depthTexDesc.Height = resolution;
depthTexDesc.MipLevels = 1;
depthTexDesc.ArraySize = 6;
depthTexDesc.SampleDesc.Count = 1;
depthTexDesc.SampleDesc.Quality = 0;
depthTexDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthTexDesc.CPUAccessFlags = 0;
depthTexDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
res = device->CreateTexture2D(&depthTexDesc, NULL, DepthStencilTexture.GetAddressOf());
throwIfFailed(res);
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = depthTexDesc.Format;
dsvDesc.Flags = 0;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.ArraySize = 1;
for (int i = 0; i < 6; i++) {
dsvDesc.Texture2DArray.FirstArraySlice = D3D11CalcSubresource(0, i, 1);
res = device->CreateDepthStencilView(DepthStencilTexture.Get(), &dsvDesc, DepthStencilView[i].GetAddressOf());
throwIfFailed(res);
}
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}