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https://github.com/copyrighttxt/watrbx-game-engine.git
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GEEKING
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#pragma once
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#include "GfxCore/Framebuffer.h"
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#include "TextureD3D11.h"
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#include <vector>
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struct ID3D11RenderTargetView;
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struct ID3D11DepthStencilView;
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struct ID3D11View;
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struct ID3D11Texture2D;
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struct ID3D11Device;
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namespace RBX
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{
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namespace Graphics
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{
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class RenderbufferD3D11: public Renderbuffer
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{
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public:
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RenderbufferD3D11(Device* device, const shared_ptr<TextureD3D11>& owner, unsigned cubeIndex, unsigned mipIndex);
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RenderbufferD3D11(Device* device, Texture::Format format, unsigned int width, unsigned int height, unsigned int samples, ID3D11Texture2D* texture);
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RenderbufferD3D11(Device* device, Texture::Format format, unsigned int width, unsigned int height, unsigned int samples);
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~RenderbufferD3D11();
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ID3D11View* getObject() const { return object; }
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ID3D11Resource* getResource() const { return texture; }
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const shared_ptr<TextureD3D11>& getOwner() const { return owner; }
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private:
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ID3D11View* object;
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ID3D11Resource* texture;
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shared_ptr<TextureD3D11> owner;
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};
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class FramebufferD3D11: public Framebuffer
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{
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public:
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FramebufferD3D11(Device* device, const std::vector<shared_ptr<Renderbuffer>>& color, const shared_ptr<Renderbuffer>& depth);
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~FramebufferD3D11();
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virtual void download(void* data, unsigned int size);
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const std::vector<shared_ptr<Renderbuffer> >& getColor() const { return color; }
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const shared_ptr<Renderbuffer>& getDepth() const { return depth; }
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private:
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std::vector<shared_ptr<Renderbuffer>> color;
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shared_ptr<Renderbuffer> depth;
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};
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}
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}
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