Viewport::Viewport() { world_2d = Ref<World2D>( memnew( World2D )); viewport = VisualServer::get_singleton()->viewport_create(); listener=SpatialSoundServer::get_singleton()->listener_create(); audio_listener=false; listener_2d=SpatialSound2DServer::get_singleton()->listener_create(); audio_listener_2d=false; transparent_bg=false; parent=NULL; camera=NULL; size_override=false; size_override_stretch=false; size_override_size=Size2(1,1); render_target=false; render_target_vflip=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; render_target_texture = Ref<RenderTargetTexture>( memnew( RenderTargetTexture(this) ) ); String id=itos(get_instance_ID()); input_group = "_vp_input"+id; gui_input_group = "_vp_gui_input"+id; unhandled_input_group = "_vp_unhandled_input"+id; unhandled_key_input_group = "_vp_unhandled_key_input"+id; }
//---------------------------------------------------------------------- // ● レンダーターゲットテクスチャの作成 //---------------------------------------------------------------------- LNRESULT GraphicsDevice::createRenderTarget( ITexture** obj_, lnU32 width_, lnU32 height_, lnU32 levels_, LNSurfaceFormat format_ ) { *obj_ = NULL; RenderTargetTexture* tex = LN_NEW RenderTargetTexture( this ); tex->initialize( width_, height_, levels_, format_ ); mRenderTargetList.push_back( tex ); *obj_ = tex; return LN_OK; }