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SimpleTexture12.h
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SimpleTexture12.h
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//--------------------------------------------------------------------------------------
// SimpleTexture12.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 D3D12 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 Sample 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;
// Direct3D 12 objects
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_srvHeap;
Microsoft::WRL::ComPtr<ID3D12RootSignature> m_rootSignature;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineState;
Microsoft::WRL::ComPtr<ID3D12Resource> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D12Resource> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D12Resource> m_texture;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
D3D12_INDEX_BUFFER_VIEW m_indexBufferView;
};