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