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DolphinSample.h
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//--------------------------------------------------------------------------------------
// DolphinSample.h
//
// Modified version by jthecodebuilder and Joshua-Ashton (GitHub)
//
// Originally coded by
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "Dolphin.h"
#include <memory.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, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize(int& width, int& height) const;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void SetWaterColor(float red, float green, float blue);
void DrawDolphin(Dolphin &dolphin);
// 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;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
std::unique_ptr<DirectX::Mouse> m_mouse;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
bool m_gamepadPresent;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
// DirectXTK objects
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::EffectFactory> m_fxFactory;
// Game state
Microsoft::WRL::ComPtr<ID3D11Buffer> m_VSConstantBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_PSConstantBuffer;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_pSamplerMirror;
// Transform matrices
DirectX::SimpleMath::Matrix m_matView;
DirectX::SimpleMath::Matrix m_matProj;
// array of dolphins
std::array<std::shared_ptr<Dolphin>, 4> m_dolphins;
// Seafloor object
std::unique_ptr<DirectX::Model> m_seafloor;
std::unique_ptr<DirectX::IEffect> m_seaEffect;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_seaFloorTextureView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_seaFloorVertexLayout;
// Water caustics
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_causticTextureViews[32];
unsigned int m_currentCausticTextureView;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
float m_waterColor[4];
float m_ambient[4];
// Shader resource view for the whole screen
// This is the input to the FrontPanelRender target
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_mainRenderTargetSRV;
};