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SimpleBezier.h
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SimpleBezier.h
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//--------------------------------------------------------------------------------------
// SimpleBezier.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "ControllerHelp.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample final : public DX::IDeviceNotify
{
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();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// 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 CreateShaders();
void CreateWindowSizeDependentResources();
// Device resources
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer
DX::StepTimer m_timer;
// Input devices
bool m_ctrlConnected;
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
// Sample objects
struct ConstantBuffer
{
DirectX::XMFLOAT4X4 viewProjectionMatrix;
DirectX::XMFLOAT3 cameraWorldPos;
float tessellationFactor;
};
enum class PartitionMode
{
PartitionInteger,
PartitionFractionalEven,
PartitionFractionalOdd
};
std::unique_ptr<DirectX::CommonStates> m_states;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11HullShader> m_hullShaderInteger;
Microsoft::WRL::ComPtr<ID3D11HullShader> m_hullShaderFracEven;
Microsoft::WRL::ComPtr<ID3D11HullShader> m_hullShaderFracOdd;
Microsoft::WRL::ComPtr<ID3D11DomainShader> m_domainShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_solidColorPS;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_controlPointVB; // Control points for mesh
Microsoft::WRL::ComPtr<ID3D11Buffer> m_cbPerFrame;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_rasterizerStateSolid;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_rasterizerStateWireframe;
// Control variables
float m_subdivs;
bool m_drawWires;
PartitionMode m_partitionMode;
DirectX::XMFLOAT4X4 m_worldMatrix;
DirectX::XMFLOAT4X4 m_viewMatrix;
DirectX::XMFLOAT4X4 m_projectionMatrix;
DirectX::XMFLOAT3 m_cameraEye;
// Legend and help UI
std::unique_ptr<DirectX::SpriteBatch> m_batch;
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
std::unique_ptr<ATG::Help> m_help;
bool m_showHelp;
};