📄 drawabletex2d.cpp
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//=============================================================================
// DrawableTex2D.cpp by Frank Luna (C) 2005 All Rights Reserved.
//=============================================================================
#include "DrawableTex2D.h"
#include "d3dApp.h"
DrawableTex2D::DrawableTex2D(UINT width, UINT height, UINT mipLevels,
D3DFORMAT texFormat, bool useDepthBuffer,
D3DFORMAT depthFormat, D3DVIEWPORT9& viewport)
: mTex(0), mRTS(0), mTopSurf(0), mWidth(width), mHeight(height),
mMipLevels(mipLevels), mTexFormat(texFormat), mUseDepthBuffer(useDepthBuffer),
mDepthFormat(depthFormat), mViewPort(viewport)
{
}
DrawableTex2D::~DrawableTex2D()
{
onLostDevice();
}
IDirect3DTexture9* DrawableTex2D::d3dTex()
{
return mTex;
}
void DrawableTex2D::onLostDevice()
{
ReleaseCOM(mTex);
ReleaseCOM(mRTS);
ReleaseCOM(mTopSurf);
}
void DrawableTex2D::onResetDevice()
{
UINT usage = D3DUSAGE_RENDERTARGET;
D3DCAPS9 caps;
gd3dDevice->GetDeviceCaps(&caps);
if( caps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP )
usage |= D3DUSAGE_AUTOGENMIPMAP;
HR(D3DXCreateTexture(gd3dDevice, mWidth, mHeight, mMipLevels, usage, mTexFormat, D3DPOOL_DEFAULT, &mTex));
HR(D3DXCreateRenderToSurface(gd3dDevice, mWidth, mHeight, mTexFormat, mUseDepthBuffer, mDepthFormat, &mRTS));
HR(mTex->GetSurfaceLevel(0, &mTopSurf));
}
void DrawableTex2D::beginScene()
{
mRTS->BeginScene(mTopSurf, &mViewPort);
}
void DrawableTex2D::endScene()
{
mRTS->EndScene(D3DX_FILTER_NONE);
}
void DrawableTex2D::clear(D3DCOLOR color, float depth, DWORD stencil)
{
beginScene();
DWORD clearFlags = D3DCLEAR_TARGET;
if(mUseDepthBuffer)
clearFlags |= D3DCLEAR_ZBUFFER;
gd3dDevice->Clear(0, 0, clearFlags, color, depth, stencil);
endScene();
}
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