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FrontPanelDolphin.h
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//--------------------------------------------------------------------------------------
// FrontPanelDolphin.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "Dolphin.h"
#include "FrontPanel\FrontPanelRenderTarget.h"
#include "FrontPanel\FrontPanelDisplay.h"
#include "FrontPanel\FrontPanelInput.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample
{
public:
Sample();
// 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();
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;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// 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];
// Front Panel Render Target
// Helper class to convert a GPU resource to grayscale and then render to the Front Panel
std::unique_ptr<ATG::FrontPanelRenderTarget> m_frontPanelRenderTarget;
// Shader resource view for the whole screen
// This is the input to the FrontPanelRender target
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_mainRenderTargetSRV;
// FrontPanel objects
Microsoft::WRL::ComPtr<IXboxFrontPanelControl> m_frontPanelControl;
std::unique_ptr<ATG::FrontPanelDisplay> m_frontPanelDisplay;
std::unique_ptr<ATG::FrontPanelInput> m_frontPanelInput;
ATG::FrontPanelInput::ButtonStateTracker m_frontPanelInputButtons;
};