#pragma once

#include <wrl.h>
#include <d3d11.h>

using namespace Microsoft::WRL;

struct CameraRenderingResources
{
	bool createOrRecreateFromCameraBackbuffer(ComPtr<ID3D11Device> device, ComPtr<ID3D11Texture2D> cameraBackBuffer);

	bool isStereo = false;

	ComPtr<ID3D11Texture2D> colorBuffer = nullptr;
	//ComPtr<ID3D11Texture2D> depthBuffer = nullptr;

	//ComPtr<ID3D11RenderTargetView> renderTargetView = nullptr;
	//ComPtr<ID3D11DepthStencilView> depthStencilView = nullptr;

	unsigned int currentWidth = 0;
	unsigned int currentHeight = 0;
};