"L. Spiro Engine"
|
A floating-point texture made to work with DirectX 11. More...
#include <LSGDirectX11FloatTexture.h>
Public Member Functions | |
virtual LSBOOL LSE_CALL | Activate (LSUINT32 _ui32Slot) |
LSVOID LSE_CALL | DeActivate () |
virtual LSBOOL LSE_CALL | SetsColorAutomatically () const |
Protected Member Functions | |
LSBOOL LSE_CALL | CreateApiTexture () |
virtual LSBOOL LSE_CALL | SetAsDepthStencilRenderTarget () const |
virtual LSVOID LSE_CALL | EndAsRenderTarget () const |
LSVOID LSE_CALL | ResetApi () |
Protected Attributes | |
ID3D11Texture2D * | m_pt2tTexture |
ID3D11DepthStencilView * | m_pdsvView |
ID3D11ShaderResourceView * | m_psrvResourceView |
LSUINT32 | m_ui32LastSlot |
A floating-point texture made to work with DirectX 11.
Class CDirectX11FloatTexture Description: A floating-point texture made to work with DirectX 11.
virtual LSBOOL LSE_CALL lsg::CDirectX11FloatTexture::Activate | ( | LSUINT32 | _ui32Slot | ) | [virtual] |
Activate this texture in a given slot.
_ui32Slot | Slot in which to place this texture. |
Reimplemented from lsg::CTextureBase.
LSBOOL LSE_CALL lsg::CDirectX11FloatTexture::CreateApiTexture | ( | ) | [protected] |
Creates a Direct3D 11 depth texture.
LSVOID LSE_CALL lsg::CDirectX11FloatTexture::DeActivate | ( | ) |
Remove this texture from the last slot in which it was placed.
virtual LSVOID LSE_CALL lsg::CDirectX11FloatTexture::EndAsRenderTarget | ( | ) | const [protected, virtual] |
End its term as a render target.
Reimplemented from lsg::CRenderTargetInterface.
LSVOID LSE_CALL lsg::CDirectX11FloatTexture::ResetApi | ( | ) | [protected] |
Reset the API members, deleting the API texture.
virtual LSBOOL LSE_CALL lsg::CDirectX11FloatTexture::SetAsDepthStencilRenderTarget | ( | ) | const [protected, virtual] |
Activate as a depth/stencil render target.
Reimplemented from lsg::CRenderTargetInterface.
virtual LSBOOL LSE_CALL lsg::CDirectX11FloatTexture::SetsColorAutomatically | ( | ) | const [virtual] |
If this render target is a depth target and no color targets have been specified (in the render target manager), the render target manager will query the depth target to ask if it has automatically set color target 0. If so, this function should return true.
Reimplemented from lsg::CRenderTargetInterface.
ID3D11DepthStencilView* lsg::CDirectX11FloatTexture::m_pdsvView [protected] |
The view for this render target, needed in order to access the texture data.
ID3D11ShaderResourceView* lsg::CDirectX11FloatTexture::m_psrvResourceView [protected] |
The shader resource view.
ID3D11Texture2D* lsg::CDirectX11FloatTexture::m_pt2tTexture [protected] |
The texture containing the surface we use as our render target. We use a texture rather than a plain surface because a plain surface does not copy color keys and cannot be set as a readable texture target.
LSUINT32 lsg::CDirectX11FloatTexture::m_ui32LastSlot [protected] |
Last activated slot.