axmol/cocos/2d/platform/wp8/Direct3DBase.h

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#pragma once
#include <wrl/client.h>
#include <d3d11_1.h>
#include <DirectXMath.h>
#include <memory>
#include <agile.h>
#include "DirectXHelper.h"
// Helper class that initializes DirectX APIs for 3D rendering.
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
public:
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
virtual void HandleDeviceLost();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForWindowSizeChange();
virtual void ReleaseResourcesForSuspending();
//virtual void Render() = 0;
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
virtual void ComputeOrientationMatrices();
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virtual Windows::Foundation::Vector2 TransformToOrientation(Windows::Foundation::Vector2 point, bool dipsToPixels=true);
float getOrientedWindowWidth() {return m_orientedScreenSize.Width;};
float getOrientedWindowHeight() {return m_orientedScreenSize.Height;};
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
// Store the current Orientation of the device
Windows::Graphics::Display::DisplayOrientations m_orientation;
// Size of the virtual, oriented screen
Windows::Foundation::Size m_orientedScreenSize;
// Transforms used for rendering 2D and 3D elements in proper orientation
DirectX::XMMATRIX m_orientationTransform3D;
DirectX::XMMATRIX m_orientationTransform2D;
};