-
Notifications
You must be signed in to change notification settings - Fork 226
/
SimpleTexture.h
70 lines (51 loc) · 1.96 KB
/
SimpleTexture.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
//--------------------------------------------------------------------------------------
// SimpleTexture.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
{
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);
// Basic game loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
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.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
// 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;
};