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41 lines
No EOL
1.1 KiB
C++
41 lines
No EOL
1.1 KiB
C++
#pragma once
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#include <wrl/client.h>
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#include <d3d11.h>
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namespace TEN::Renderer {
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using Microsoft::WRL::ComPtr;
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using std::array;
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class RenderTargetCube {
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public:
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static constexpr Vector3 forwardVectors[6] = {
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//+X (right)
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Vector3(-1,0,0),
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//-X (left)
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Vector3(1,0,0),
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//-Y (up)
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Vector3(0,-1,0),
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//+Y (down)
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Vector3(0,1,0),
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//+Z (forward)
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Vector3(0,0,-1),
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//-Z (backward)
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Vector3(0,0,1),
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};
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static constexpr Vector3 upVectors[6] = {
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Vector3(0,-1,0),
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Vector3(0,-1,0),
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Vector3(0,0,1),
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Vector3(0,0,-1),
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Vector3(0,-1,0),
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Vector3(0,-1,0),
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};
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array<ComPtr<ID3D11RenderTargetView>,6> RenderTargetView;
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ComPtr<ID3D11ShaderResourceView> ShaderResourceView;
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ComPtr<ID3D11Texture2D> Texture;
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array<ComPtr<ID3D11DepthStencilView>,6> DepthStencilView;
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ComPtr<ID3D11Texture2D> DepthStencilTexture;
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int resolution;
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D3D11_VIEWPORT viewport;
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RenderTargetCube() : resolution(0), viewport({}) {};
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RenderTargetCube(ID3D11Device* device, int resolution, DXGI_FORMAT format, DXGI_FORMAT depthFormat = DXGI_FORMAT_D32_FLOAT);
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};
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} |