mirror of https://github.com/axmolengine/axmol.git
80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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Copyright (c) Microsoft Open Technologies, Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <d3d11_1.h>
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#include <DirectXMath.h>
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#include "DirectXHelper.h"
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#include "CCGL.h"
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// Helper class that initializes DirectX APIs for 3D rendering.
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ref class DirectXBase abstract
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{
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internal:
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DirectXBase();
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virtual void Initialize();
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virtual void CreateDeviceResources();
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virtual void SetDevice(ID3D11Device1* device);
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virtual void UpdateDevice(ID3D11Device1* device, ID3D11DeviceContext1* context, ID3D11RenderTargetView* renderTargetView);
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virtual void UpdateForWindowSizeChange(float width, float height);
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virtual void CreateWindowSizeDependentResources();
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virtual void OnOrientationChanged(Windows::Graphics::Display::DisplayOrientations orientation);
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virtual void CreateGLResources() = 0;
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void Render();
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protected:
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// return true if eglSwapBuffers was called by OnRender
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virtual bool OnRender() = 0;
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virtual void OnUpdateDevice() = 0;
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void CloseAngle();
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protected private:
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// Direct3D Objects.
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ID3D11Device1* m_device;
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D3D_FEATURE_LEVEL m_featureLevel;
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bool InitializeAngle(ID3D11Device1* device, ID3D11DeviceContext1* context, ID3D11RenderTargetView* renderTargetView);
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// Cached renderer properties.
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Windows::Foundation::Size m_renderTargetSize;
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Windows::Foundation::Rect m_windowBounds;
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Windows::Graphics::Display::DisplayOrientations m_orientation;
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// Angle EGL
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bool m_bAngleInitialized;
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EGLDisplay m_eglDisplay;
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EGLContext m_eglContext;
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EGLSurface m_eglSurface;
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Microsoft::WRL::ComPtr<IWinrtEglWindow> m_eglWindow;
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Microsoft::WRL::ComPtr<IWinPhone8XamlD3DWindow> m_eglPhoneWindow;
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DirectX::XMMATRIX m_orientationMatrix;
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float m_aspectRatio;
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}; |