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