113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
#include <renderer/dx/framebuffers.hpp>
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#include <renderer/dx/shared_context.hpp>
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namespace lt {
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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_render_target_view(nullptr)
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, m_color_attachment(nullptr)
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, m_depth_stencil_attachment(nullptr)
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, m_shader_resource_view(nullptr)
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, m_depth_stencil_view(nullptr)
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{
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auto hr = HRESULT {};
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auto t2dDesc = D3D11_TEXTURE2D_DESC {};
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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->get_device()->CreateTexture2D(&t2dDesc, nullptr, &m_color_attachment));
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auto srvDesc = D3D11_SHADER_RESOURCE_VIEW_DESC {};
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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->get_device()->CreateShaderResourceView(
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m_color_attachment.Get(),
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&srvDesc,
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&m_shader_resource_view
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));
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auto rtvDesc = D3D11_RENDER_TARGET_VIEW_DESC {};
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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->get_device()
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->CreateRenderTargetView(m_color_attachment.Get(), &rtvDesc, &m_render_target_view));
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}
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void dxFramebuffer::bind_as_target(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->get_device_context()
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->OMSetRenderTargets(1u, m_render_target_view.GetAddressOf(), nullptr);
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m_context->get_device_context()->ClearRenderTargetView(m_render_target_view.Get(), color);
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auto viewport = D3D11_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->get_device_context()->RSSetViewports(1u, &viewport);
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}
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void dxFramebuffer::bind_as_resource()
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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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auto textureDesc = D3D11_TEXTURE2D_DESC {};
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auto rtvDesc = D3D11_RENDER_TARGET_VIEW_DESC {};
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auto srvDesc = D3D11_SHADER_RESOURCE_VIEW_DESC {};
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m_color_attachment->GetDesc(&textureDesc);
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m_render_target_view->GetDesc(&rtvDesc);
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m_shader_resource_view->GetDesc(&srvDesc);
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textureDesc.Width = m_specification.width;
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textureDesc.Height = m_specification.height;
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auto hr = HRESULT {};
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dxc(m_context->get_device()->CreateTexture2D(&textureDesc, nullptr, &m_color_attachment));
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dxc(m_context->get_device()
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->CreateRenderTargetView(m_color_attachment.Get(), &rtvDesc, &m_render_target_view));
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dxc(m_context->get_device()->CreateShaderResourceView(
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m_color_attachment.Get(),
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&srvDesc,
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&m_shader_resource_view
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));
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}
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} // namespace lt
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