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SimpleTextureUWP.h
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SimpleTextureUWP.h
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//--------------------------------------------------------------------------------------
// SimpleTextureUWP.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample final : public DX::IDeviceNotify
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
// Sample objects
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_spInputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_spVertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_spIndexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_spVertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_spPixelShader;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_spSampler;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_spTexture;
};