light/Engine/src/Platform/GraphicsAPI/DirectX/dxFramebuffer.cpp

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#include "ltpch.h"
#include "dxFramebuffer.h"
#include "dxSharedContext.h"
namespace Light {
dxFramebuffer::dxFramebuffer(const FramebufferSpecification& specification, std::shared_ptr<dxSharedContext> sharedContext)
: m_Specification(specification), m_Context(sharedContext)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC textureDesc = { };
textureDesc.Width = specification.width;
textureDesc.Height = specification.height;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1u;
textureDesc.SampleDesc.Quality = 0u;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = NULL;
textureDesc.MiscFlags = NULL;
DXC(m_Context->GetDevice()->CreateTexture2D(&textureDesc, nullptr, &m_ColorAttachment));
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc = { };
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
DXC(m_Context->GetDevice()->CreateShaderResourceView(m_ColorAttachment.Get(), &shaderResourceViewDesc, &m_ResourceView));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = textureDesc.Format;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = 0u;
DXC(m_Context->GetDevice()->CreateRenderTargetView(m_ColorAttachment.Get(), &rtvDesc, &m_RenderTargetView));
}
void dxFramebuffer::BindAsTarget()
{
FLOAT color[] = {
m_Specification.defaultColor.r,
m_Specification.defaultColor.g,
m_Specification.defaultColor.b,
m_Specification.defaultColor.a,
};
m_Context->GetDeviceContext()->OMSetRenderTargets(1u, m_RenderTargetView.GetAddressOf(), nullptr);
m_Context->GetDeviceContext()->ClearRenderTargetView(m_RenderTargetView.Get(), color);
}
void dxFramebuffer::BindAsResource()
{
LT_ENGINE_ERROR("dxFramebuffer::BindAsResource: NO_IMPLEMENT");
}
void dxFramebuffer::Resize(const glm::vec2& size)
{
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
m_ColorAttachment->GetDesc(&textureDesc);
m_RenderTargetView->GetDesc(&rtvDesc);
m_ResourceView->GetDesc(&srvDesc);
HRESULT hr;
DXC(m_Context->GetDevice()->CreateTexture2D(&textureDesc, nullptr, &m_ColorAttachment));
DXC(m_Context->GetDevice()->CreateRenderTargetView(m_ColorAttachment.Get(), &rtvDesc, &m_RenderTargetView));
DXC(m_Context->GetDevice()->CreateShaderResourceView(m_ColorAttachment.Get(), &srvDesc, &m_ResourceView));
}
}