2014-03-29 03:52:16 +08:00
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#pragma once
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#include <wrl/client.h>
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#include <d3d11_1.h>
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#include <DirectXMath.h>
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#include <memory>
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#include <agile.h>
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#include "DirectXHelper.h"
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// Helper class that initializes DirectX APIs for 3D rendering.
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ref class Direct3DBase abstract
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{
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internal:
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Direct3DBase();
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public:
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virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
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virtual void HandleDeviceLost();
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virtual void CreateDeviceResources();
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virtual void CreateWindowSizeDependentResources();
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virtual void UpdateForWindowSizeChange();
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virtual void ReleaseResourcesForSuspending();
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//virtual void Render() = 0;
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virtual void Present();
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virtual float ConvertDipsToPixels(float dips);
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virtual void ComputeOrientationMatrices();
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2014-04-15 18:08:29 +08:00
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virtual Windows::Foundation::Vector2 TransformToOrientation(Windows::Foundation::Vector2 point, bool dipsToPixels=true);
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2014-03-29 03:52:16 +08:00
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float getOrientedWindowWidth() {return m_orientedScreenSize.Width;};
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float getOrientedWindowHeight() {return m_orientedScreenSize.Height;};
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protected private:
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// Direct3D Objects.
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Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
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Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
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// Cached renderer properties.
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D3D_FEATURE_LEVEL m_featureLevel;
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Windows::Foundation::Size m_renderTargetSize;
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Windows::Foundation::Rect m_windowBounds;
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Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
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// Store the current Orientation of the device
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Windows::Graphics::Display::DisplayOrientations m_orientation;
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// Size of the virtual, oriented screen
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Windows::Foundation::Size m_orientedScreenSize;
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// Transforms used for rendering 2D and 3D elements in proper orientation
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DirectX::XMMATRIX m_orientationTransform3D;
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DirectX::XMMATRIX m_orientationTransform2D;
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};
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