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modelclass.h
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////////////////////////////////////////////////////////////////////////////////
// Filename: modelclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _MODELCLASS_H_
#define _MODELCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <directxmath.h>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass
////////////////////////////////////////////////////////////////////////////////
class ModelClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
ModelClass();
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(
ID3D11Device*, // D3D11 device
ID3D11DeviceContext*, // D3D11 device context
HWND&, // game HWND
HANDLE&, // Shared surface handle
int&, // screen width
int&, // screen height
int&, // game window width
int&, // game window height
float&, // top offset
float&, // bottom offset
float&, // left offset
float&, // right offset
bool, // integer scaling
float, // integer scaling scale
bool, // integer scaling overscan
int*, // mouse cursor bitmap data
float, // mouse position remap scale X
float, // mouse position remap scale Y
int, // mouse pointer size
RECT& // mouse area RECT
);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
ID3D11ShaderResourceView** GetTextureArray();
private:
bool InitializeBuffers(
HWND&, // game HWND
ID3D11Device*, // D3D11 device
int&, // screen width
int&, // screen height
int&, // game window width
int&, // game window height
float&, // top offset
float&, // bottom offset
float&, // left offset
float&, // right offset
bool, // integer scaling
float, // integer scaling scale
bool, // integer scaling overscan
RECT& // mouse area RECT
);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTexture(
ID3D11Device*, // D3D11 device
ID3D11DeviceContext*, // D3D11 device context
HWND&, // game HWND
HANDLE&, // Shared surface handle
int*, // mouse cursor bitmap data
float, // mouse position remap scale X
float, // mouse position remap scale Y
int // mouse pointer size
);
void ReleaseTexture();
private:
ID3D11Buffer *m_vertexBuffer, *m_indexBuffer;
int m_vertexCount, m_indexCount;
TextureClass* m_Texture;
};
#endif