text: #pragma once
  
  class RenderTexture final
  {
  public:
  	bool Initialize(struct ID3D11Device* device, int width, int height);
  	void Release() noexcept;
  
  	void SetRenderTarget(struct ID3D11DeviceContext* context, struct ID3D11DepthStencilView* view);
  	void ClearRenderTarget(struct ID3D11DeviceContext* context,
  		struct ID3D11DepthStencilView* view, float, float, float, float);
  
  	struct ID3D11ShaderResourceView* GetShaderResourceView() const noexcept { return shaderResourceView; }
  
  private:
  	struct ID3D11Texture2D* renderTargetTexture;
  	struct ID3D11RenderTargetView* renderTargetView;
  	ID3D11ShaderResourceView* shaderResourceView;
  };
  