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Copy pathSimpleMeshShader.h
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88 lines (66 loc) · 2.54 KB
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//--------------------------------------------------------------------------------------
// SimpleMeshShader.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 D3D12 device and
// provides a render loop.
class Sample final : public DX::IDeviceNotify
{
public:
Sample() noexcept(false);
~Sample();
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(HWND window, int width, int height);
// Basic render loop
void Tick();
// IDeviceNotify
void OnDeviceLost() override;
void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowMoved();
void OnWindowSizeChanged(int width, int height);
// Properties
void GetDefaultSize(int& width, int& height) const noexcept;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void DrawHUD(ID3D12GraphicsCommandList* commandList);
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
private:
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
int m_displayWidth;
int m_displayHeight;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::DescriptorPile> m_srvPile;
Microsoft::WRL::ComPtr<ID3D12RootSignature> m_rootSignature;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_simpleTriPso;
// HUD
std::unique_ptr<DirectX::SpriteBatch> m_hudBatch;
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
};