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#pragma once
#include "dut/WinMin.h"
#include "dut/Texture2D.h"
#include "glm/glm.hpp"
namespace Dut
{
struct RenderTarget
{
std::vector<Dut::Texture2D> m_Textures;
Dut::Texture2D m_depthStencilTexture;
struct Desc
{
unsigned int m_NumTextures;
unsigned int m_Width;
unsigned int m_Height;
DXGI_FORMAT m_Format = DXGI_FORMAT_R8G8B8A8_UNORM;
glm::vec4 m_BackgroundColor;
} m_Desc;
ComPtr<ID3D11Texture2D> m_pDepthStencilBuffer;
std::vector<ComPtr<ID3D11RenderTargetView>> m_pRenderTargetViews;
ComPtr<ID3D11DepthStencilView> m_pDepthStencilView;
D3D11_VIEWPORT m_ScreenViewport;
HRESULT Create(ID3D11Device* device, const Desc& desc);
void Begin(ID3D11DeviceContext* context);
static void UnBind(ID3D11DeviceContext* context);
void OnResize(ID3D11Device* device);
std::vector<ID3D11RenderTargetView*> GetRenderTargetViews();
};
}
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