Files
Client/Engine/Zalla3D Base Class/RenderTargetTexture.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

44 lines
1.2 KiB
C++

// RenderTargetTexture.cpp: implementation of the CRenderTargetTexture class.
//
//////////////////////////////////////////////////////////////////////
#include "RenderTargetTexture.h"
#include "BaseGraphicsLayer.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
LPDIRECT3DTEXTURE8 CRenderTargetTexture::m_pTexture;
CRenderTargetTexture::CRenderTargetTexture()
{
}
CRenderTargetTexture::~CRenderTargetTexture()
{
}
void CRenderTargetTexture::Create(LPDIRECT3DDEVICE8 pd3dDevice,int nSizeX,int nSizeY)
{
pd3dDevice->CreateTexture(nSizeX,nSizeY,1,0,BaseGraphicsLayer::m_d3dpp.BackBufferFormat,D3DPOOL_DEFAULT,&m_pTexture);
}
LPDIRECT3DTEXTURE8 CRenderTargetTexture::GetTexture(LPDIRECT3DDEVICE8 pd3dDevice,RECT rcCopy)
{
LPDIRECT3DSURFACE8 pSurface;
m_pTexture->GetSurfaceLevel(0,&pSurface);
LPDIRECT3DSURFACE8 pBackBuffer;
pd3dDevice->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBackBuffer);
POINT pt={0,0};
pd3dDevice->CopyRects(pBackBuffer,&rcCopy,1,pSurface,&pt);
pSurface->Release();
pBackBuffer->Release();
return m_pTexture;
}