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111 lines (84 loc) · 3.46 KB
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//--------------------------------------------------------------------------------------
// FrontPanelDemo.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "FrontPanelManager.h"
#include "Dolphin.h"
#include <deque>
// A basic sample implementation that creates a D3D12 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
// Initialization and management
void Initialize(HWND window);
// Basic render loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
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);
void AddNewDolphins(unsigned count);
void RemoveDolphin();
void ClearDolphins();
void ToggleWireframe();
void TogglePause();
void PauseSimulation(bool pause);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
bool m_paused;
bool m_wireframe;
// Input device.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::ResourceUploadBatch> m_resourceUploadBatch;
std::unique_ptr<DirectX::EffectTextureFactory> m_textureFactory;
enum TextureDescriptors
{
SeaFloor = 0,
DolphinSkin = 1,
CausticFirst = 2,
CausticLast = CausticFirst + 31,
Count
};
// Game state
Microsoft::WRL::ComPtr<ID3D12Resource> m_VSConstants;
Microsoft::WRL::ComPtr<ID3D12Resource> m_PSConstants;
ATG::VS_CONSTANT_BUFFER* m_mappedVSConstantData;
ATG::PS_CONSTANT_BUFFER* m_mappedPSConstantData;
D3D12_GPU_VIRTUAL_ADDRESS m_VSConstantDataGpuAddr;
D3D12_GPU_VIRTUAL_ADDRESS m_PSConstantDataGpuAddr;
// Transform matrices
DirectX::SimpleMath::Matrix m_matView;
DirectX::SimpleMath::Matrix m_matProj;
// array of dolphins
std::deque<std::shared_ptr<Dolphin>> m_dolphins;
// Seafloor object
std::unique_ptr<DirectX::Model> m_seafloor;
std::unique_ptr<DirectX::IEffect> m_seaEffect;
std::unique_ptr<DirectX::IEffect> m_wireframeSeaEffect;
// Water caustics
unsigned int m_currentCausticTextureView;
float m_waterColor[4];
float m_ambient[4];
// Front Panel Manager
FrontPanelManager m_frontPanelManager;
};