108 lines
3.2 KiB
C++
108 lines
3.2 KiB
C++
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#include <engine/platform/graphics/directx/framebuffers.hpp>
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#include <engine/platform/graphics/directx/shared_context.hpp>
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namespace Light {
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dxFramebuffer::dxFramebuffer(
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const FramebufferSpecification &specification,
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Ref<dxSharedContext> sharedContext
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)
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: m_Context(sharedContext)
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, m_Specification(specification)
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, m_RenderTargetView(nullptr)
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, m_ColorAttachment(nullptr)
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, m_DepthStencilAttachment(nullptr)
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, m_ShaderResourceView(nullptr)
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, m_DepthStencilView(nullptr)
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{
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HRESULT hr;
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D3D11_TEXTURE2D_DESC t2dDesc = {};
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t2dDesc.Width = specification.width;
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t2dDesc.Height = specification.height;
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t2dDesc.MipLevels = 1;
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t2dDesc.ArraySize = 1;
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t2dDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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t2dDesc.SampleDesc.Count = 1u;
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t2dDesc.SampleDesc.Quality = 0u;
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t2dDesc.Usage = D3D11_USAGE_DEFAULT;
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t2dDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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t2dDesc.CPUAccessFlags = NULL;
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t2dDesc.MiscFlags = NULL;
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DXC(m_Context->GetDevice()->CreateTexture2D(&t2dDesc, nullptr, &m_ColorAttachment));
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = t2dDesc.Format;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Texture2D.MostDetailedMip = 0;
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DXC(m_Context->GetDevice()
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->CreateShaderResourceView(m_ColorAttachment.Get(), &srvDesc, &m_ShaderResourceView));
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
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rtvDesc.Format = t2dDesc.Format;
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvDesc.Texture2D.MipSlice = 0u;
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DXC(m_Context->GetDevice()
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->CreateRenderTargetView(m_ColorAttachment.Get(), &rtvDesc, &m_RenderTargetView));
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}
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void dxFramebuffer::BindAsTarget(const glm::vec4 &clearColor)
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{
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FLOAT color[] = {
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clearColor.r,
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clearColor.g,
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clearColor.b,
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clearColor.a,
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};
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m_Context->GetDeviceContext()
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->OMSetRenderTargets(1u, m_RenderTargetView.GetAddressOf(), nullptr);
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m_Context->GetDeviceContext()->ClearRenderTargetView(m_RenderTargetView.Get(), color);
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D3D11_VIEWPORT viewport;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = m_Specification.width;
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viewport.Height = m_Specification.height;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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// set viewport
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m_Context->GetDeviceContext()->RSSetViewports(1u, &viewport);
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}
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void dxFramebuffer::BindAsResource()
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{
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LOG(err, "NO_IMPLEMENT");
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}
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void dxFramebuffer::Resize(const glm::uvec2 &size)
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{
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m_Specification.width = std::clamp(size.x, 1u, 16384u);
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m_Specification.height = std::clamp(size.y, 1u, 16384u);
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D3D11_TEXTURE2D_DESC textureDesc;
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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m_ColorAttachment->GetDesc(&textureDesc);
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m_RenderTargetView->GetDesc(&rtvDesc);
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m_ShaderResourceView->GetDesc(&srvDesc);
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textureDesc.Width = m_Specification.width;
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textureDesc.Height = m_Specification.height;
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HRESULT hr;
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DXC(m_Context->GetDevice()->CreateTexture2D(&textureDesc, nullptr, &m_ColorAttachment));
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DXC(m_Context->GetDevice()
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->CreateRenderTargetView(m_ColorAttachment.Get(), &rtvDesc, &m_RenderTargetView));
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DXC(m_Context->GetDevice()
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->CreateShaderResourceView(m_ColorAttachment.Get(), &srvDesc, &m_ShaderResourceView));
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}
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} // namespace Light
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