Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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43
Engine/Zalla3D Base Class/RenderTargetTexture.cpp
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43
Engine/Zalla3D Base Class/RenderTargetTexture.cpp
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// RenderTargetTexture.cpp: implementation of the CRenderTargetTexture class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "RenderTargetTexture.h"
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#include "BaseGraphicsLayer.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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LPDIRECT3DTEXTURE8 CRenderTargetTexture::m_pTexture;
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CRenderTargetTexture::CRenderTargetTexture()
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{
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}
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CRenderTargetTexture::~CRenderTargetTexture()
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{
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}
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void CRenderTargetTexture::Create(LPDIRECT3DDEVICE8 pd3dDevice,int nSizeX,int nSizeY)
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{
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pd3dDevice->CreateTexture(nSizeX,nSizeY,1,0,BaseGraphicsLayer::m_d3dpp.BackBufferFormat,D3DPOOL_DEFAULT,&m_pTexture);
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}
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LPDIRECT3DTEXTURE8 CRenderTargetTexture::GetTexture(LPDIRECT3DDEVICE8 pd3dDevice,RECT rcCopy)
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{
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LPDIRECT3DSURFACE8 pSurface;
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m_pTexture->GetSurfaceLevel(0,&pSurface);
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LPDIRECT3DSURFACE8 pBackBuffer;
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pd3dDevice->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBackBuffer);
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POINT pt={0,0};
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pd3dDevice->CopyRects(pBackBuffer,&rcCopy,1,pSurface,&pt);
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pSurface->Release();
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pBackBuffer->Release();
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return m_pTexture;
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}
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