Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
Cargando...
Buscando...
Nada coincide
EditorViewportPass.h
Ir a la documentación de este archivo.
1
6#pragma once
7#include "Prerequisites.h"
8#include "Texture.h"
9#include "RenderTargetView.h"
10#include "DepthStencilView.h"
11
12class Device;
13class DeviceContext;
14
15class
17public:
18 EditorViewportPass() = default;
20
21 HRESULT init(Device& device, unsigned int width, unsigned int height);
22 HRESULT resize(Device& device, unsigned int width, unsigned int height);
23
24 void begin(DeviceContext& deviceContext, const float clearColor[4]);
25 void swap(EditorViewportPass& other);
26 void clearDepth(DeviceContext& deviceContext);
27 void setViewport(DeviceContext& deviceContext);
28 void destroy();
29
30 ID3D11ShaderResourceView* getSRV() const { return m_colorSRV.m_textureFromImg; }
31
32 unsigned int getWidth() const { return m_width; }
33 unsigned int getHeight() const { return m_height; }
34
35 bool isValid() const
36 {
37 return m_colorTexture.m_texture != nullptr &&
38 m_colorSRV.m_textureFromImg != nullptr &&
39 m_depthTexture.m_texture != nullptr;
40 }
41
42private:
43 HRESULT createResources(Device& device, unsigned int width, unsigned int height);
44
45private:
49
52
53 unsigned int m_width = 1;
54 unsigned int m_height = 1;
55};
56
Declara la API de DepthStencilView dentro del subsistema Core.
Declara la API de Prerequisites dentro del subsistema Core.
Declara la API de RenderTargetView dentro del subsistema Core.
Declara la API de Texture dentro del subsistema Core.
Encapsula un ID3D11DepthStencilView para usar un recurso de profundidad/esténcil en el pipeline.
Encapsula un ID3D11Device y facilita la creación de recursos gráficos en Direct3D 11.
Definition Device.h:21
HRESULT createResources(Device &device, unsigned int width, unsigned int height)
ID3D11ShaderResourceView * getSRV() const
HRESULT init(Device &device, unsigned int width, unsigned int height)
unsigned int getHeight() const
~EditorViewportPass()=default
void swap(EditorViewportPass &other)
RenderTargetView m_rtv
DepthStencilView m_dsv
void setViewport(DeviceContext &deviceContext)
EditorViewportPass()=default
unsigned int getWidth() const
void begin(DeviceContext &deviceContext, const float clearColor[4])
void clearDepth(DeviceContext &deviceContext)
HRESULT resize(Device &device, unsigned int width, unsigned int height)
Encapsula una textura 2D en Direct3D 11, incluyendo su recurso y vista como Shader Resource.
Definition Texture.h:24
ID3D11Texture2D * m_texture
Recurso base de la textura en GPU.
Definition Texture.h:163
ID3D11ShaderResourceView * m_textureFromImg
Vista de la textura como recurso de shader.
Definition Texture.h:170