1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56
|
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/07/31)
#ifndef WM5DX9RENDERTARGET_H
#define WM5DX9RENDERTARGET_H
#include "Wm5Dx9RendererLIB.h"
#include "Wm5RenderTarget.h"
namespace Wm5
{
class Renderer;
class PdrRenderTarget
{
public:
// Construction and destruction.
PdrRenderTarget (Renderer* renderer, const RenderTarget* renderTarget);
~PdrRenderTarget ();
// Render target operations.
void Enable (Renderer* renderer);
void Disable (Renderer* renderer);
void ReadColor (int i, Renderer* renderer, Texture2D*& texture);
private:
// Support for multiple render targets.
int mNumTargets;
unsigned int mWidth, mHeight;
Texture::Format mFormat;
bool mHasDepthStencil;
// The color arrays have sizes equal to the number of targets. The
// depth-stencil buffer is shared (naturally, because multiple color
// writes occur in the same pixel shader call, but only one depth is
// computed).
IDirect3DTexture9** mColorTextures;
IDirect3DSurface9** mColorSurfaces;
IDirect3DTexture9* mDepthStencilTexture;
IDirect3DSurface9* mDepthStencilSurface;
// Support for enable/disable. We have to get/set the render target 0,
// which is the backbuffer.
IDirect3DSurface9* mSaveColorSurface;
IDirect3DSurface9* mSaveDepthStencilSurface;
};
}
#endif
|