Danbias/Code/OysterGraphics/Render/Preparations/Preparations.h

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#pragma once
#ifndef Preparations_h
#define Preparations_h
#include "..\..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Preparations
{
class Basic
{
public:
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/// @brief Binds the backbuffer as a RenderTargetView with the default DepthStencil
//! Binds the backbuffer as a RenderTargetView with the default DepthStencil
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static void BindBackBufferRTV();
/** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/
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static void BindBackBufferRTV(ID3D11DepthStencilView* depthStencil);
/** @brief Binds the backbuffer as a UnorderedAccessView*/
static void BindBackBufferUAV();
/** @brief Binds the specified RenderTargetViews with the default DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true);
/** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/
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static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil);
/** @brief Binds the specified UnorderedAccessViews*/
static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size);
/** @brief Clear the BackBuffer and the default DepthStencil*/
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static void ClearBackBuffer(Oyster::Math::Float4 Color);
/** @brief Clear the specified RenderTargetViews*/
static void ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color);
/** @brief Clear the specified DepthStencil*/
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static void ClearDepthStencil(ID3D11DepthStencilView* depthStencil);
/** @brief Binds the default ViewPort*/
static void SetViewPort();
};
}
}
}
}
#endif