This commit is contained in:
Chuck Walbourn 2016-08-22 11:30:29 -07:00
Родитель 39d7f52ae4
Коммит 057a62354d
48 изменённых файлов: 39041 добавлений и 39041 удалений

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//--------------------------------------------------------------------------------------
// File: DXUTMisc.h
//
// Helper functions for Direct3D programming.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
// XInput helper state/function
// This performs extra processing on XInput gamepad data to make it slightly more convenient to use
//
// Example usage:
//
// DXUT_GAMEPAD gamepad[4];
// for( DWORD iPort=0; iPort<DXUT_MAX_CONTROLLERS; iPort++ )
// DXUTGetGamepadState( iPort, gamepad[iPort] );
//
//--------------------------------------------------------------------------------------
#define DXUT_MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
struct DXUT_GAMEPAD
{
// From XINPUT_GAMEPAD
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
// Device properties
XINPUT_CAPABILITIES caps;
bool bConnected; // If the controller is currently connected
bool bInserted; // If the controller was inserted this frame
bool bRemoved; // If the controller was removed this frame
// Thumb stick values converted to range [-1,+1]
float fThumbRX;
float fThumbRY;
float fThumbLX;
float fThumbLY;
// Records which buttons were pressed this frame.
// These are only set on the first frame that the button is pressed
WORD wPressedButtons;
bool bPressedLeftTrigger;
bool bPressedRightTrigger;
// Last state of the buttons
WORD wLastButtons;
bool bLastLeftTrigger;
bool bLastRightTrigger;
};
HRESULT DXUTGetGamepadState( _In_ DWORD dwPort, _In_ DXUT_GAMEPAD* pGamePad, _In_ bool bThumbstickDeadZone = true,
_In_ bool bSnapThumbstickToCardinals = true );
HRESULT DXUTStopRumbleOnAllControllers();
void DXUTEnableXInput( _In_ bool bEnable );
//--------------------------------------------------------------------------------------
// Takes a screen shot of a 32bit D3D11 back buffer and saves the images to a BMP or DDS file
//--------------------------------------------------------------------------------------
HRESULT DXUTSnapD3D11Screenshot( _In_z_ LPCWSTR szFileName, _In_ bool usedds = true );
//--------------------------------------------------------------------------------------
// Performs timer operations
// Use DXUTGetGlobalTimer() to get the global instance
//--------------------------------------------------------------------------------------
class CDXUTTimer
{
public:
CDXUTTimer();
void Reset(); // resets the timer
void Start(); // starts the timer
void Stop(); // stop (or pause) the timer
void Advance(); // advance the timer by 0.1 seconds
double GetAbsoluteTime() const; // get the absolute system time
double GetTime() const; // get the current time
float GetElapsedTime(); // get the time that elapsed between Get*ElapsedTime() calls
void GetTimeValues( _Out_ double* pfTime, _Out_ double* pfAbsoluteTime, _Out_ float* pfElapsedTime ); // get all time values at once
bool IsStopped() const { return m_bTimerStopped; } // returns true if timer stopped
// Limit the current thread to one processor (the current one). This ensures that timing code runs
// on only one processor, and will not suffer any ill effects from power management.
void LimitThreadAffinityToCurrentProc();
protected:
LARGE_INTEGER GetAdjustedCurrentTime() const;
bool m_bUsingQPF;
bool m_bTimerStopped;
LONGLONG m_llQPFTicksPerSec;
LONGLONG m_llStopTime;
LONGLONG m_llLastElapsedTime;
LONGLONG m_llBaseTime;
};
CDXUTTimer* WINAPI DXUTGetGlobalTimer();
//--------------------------------------------------------------------------------------
// Returns the string for the given DXGI_FORMAT.
// bWithPrefix determines whether the string should include the "DXGI_FORMAT_"
//--------------------------------------------------------------------------------------
LPCWSTR WINAPI DXUTDXGIFormatToString( _In_ DXGI_FORMAT format, _In_ bool bWithPrefix );
//--------------------------------------------------------------------------------------
// Debug printing support
// See dxerr.h for more debug printing support
//--------------------------------------------------------------------------------------
void WINAPI DXUTOutputDebugStringW( _In_z_ LPCWSTR strMsg, ... );
void WINAPI DXUTOutputDebugStringA( _In_z_ LPCSTR strMsg, ... );
HRESULT WINAPI DXUTTrace( _In_z_ const CHAR* strFile, _In_ DWORD dwLine, _In_ HRESULT hr, _In_z_ const WCHAR* strMsg, _In_ bool bPopMsgBox );
const WCHAR* WINAPI DXUTTraceWindowsMessage( _In_ UINT uMsg );
#ifdef UNICODE
#define DXUTOutputDebugString DXUTOutputDebugStringW
#else
#define DXUTOutputDebugString DXUTOutputDebugStringA
#endif
// These macros are very similar to dxerr's but it special cases the HRESULT defined
// by DXUT to pop better message boxes.
#if defined(DEBUG) || defined(_DEBUG)
#define DXUT_ERR(str,hr) DXUTTrace( __FILE__, (DWORD)__LINE__, hr, str, false )
#define DXUT_ERR_MSGBOX(str,hr) DXUTTrace( __FILE__, (DWORD)__LINE__, hr, str, true )
#define DXUTTRACE DXUTOutputDebugString
#else
#define DXUT_ERR(str,hr) (hr)
#define DXUT_ERR_MSGBOX(str,hr) (hr)
#define DXUTTRACE (__noop)
#endif
//--------------------------------------------------------------------------------------
// Direct3D dynamic linking support -- calls top-level D3D APIs with graceful
// failure if APIs are not present.
//--------------------------------------------------------------------------------------
int WINAPI DXUT_Dynamic_D3DPERF_BeginEvent( _In_ DWORD col, _In_z_ LPCWSTR wszName );
int WINAPI DXUT_Dynamic_D3DPERF_EndEvent( void );
void WINAPI DXUT_Dynamic_D3DPERF_SetMarker( _In_ DWORD col, _In_z_ LPCWSTR wszName );
void WINAPI DXUT_Dynamic_D3DPERF_SetRegion( _In_ DWORD col, _In_z_ LPCWSTR wszName );
BOOL WINAPI DXUT_Dynamic_D3DPERF_QueryRepeatFrame( void );
void WINAPI DXUT_Dynamic_D3DPERF_SetOptions( _In_ DWORD dwOptions );
DWORD WINAPI DXUT_Dynamic_D3DPERF_GetStatus();
HRESULT WINAPI DXUT_Dynamic_CreateDXGIFactory1( _In_ REFIID rInterface, _Out_ void** ppOut );
HRESULT WINAPI DXUT_Dynamic_DXGIGetDebugInterface( _In_ REFIID rInterface, _Out_ void** ppOut );
HRESULT WINAPI DXUT_Dynamic_D3D11CreateDevice( _In_opt_ IDXGIAdapter* pAdapter,
_In_ D3D_DRIVER_TYPE DriverType,
_In_opt_ HMODULE Software,
_In_ UINT32 Flags,
_In_reads_(FeatureLevels) const D3D_FEATURE_LEVEL* pFeatureLevels,
_In_ UINT FeatureLevels,
_In_ UINT32 SDKVersion,
_Deref_out_ ID3D11Device** ppDevice,
_Out_opt_ D3D_FEATURE_LEVEL* pFeatureLevel,
_Out_opt_ ID3D11DeviceContext** ppImmediateContext );
bool DXUT_EnsureD3D11APIs();
//--------------------------------------------------------------------------------------
// Profiling/instrumentation support
//--------------------------------------------------------------------------------------
// Use DXUT_SetDebugName() to attach names to D3D objects for use by
// SDKDebugLayer, PIX's object table, etc.
#if defined(PROFILE) || defined(DEBUG)
inline void DXUT_SetDebugName( _In_ IDXGIObject* pObj, _In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName, (UINT)strlen(pstrName), pstrName );
}
inline void DXUT_SetDebugName( _In_ ID3D11Device* pObj, _In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName, (UINT)strlen(pstrName), pstrName );
}
inline void DXUT_SetDebugName( _In_ ID3D11DeviceChild* pObj, _In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName, (UINT)strlen(pstrName), pstrName );
}
#else
#define DXUT_SetDebugName( pObj, pstrName )
#endif
//--------------------------------------------------------------------------------------
// Some D3DPERF APIs take a color that can be used when displaying user events in
// performance analysis tools. The following constants are provided for your
// convenience, but you can use any colors you like.
//--------------------------------------------------------------------------------------
const DWORD DXUT_PERFEVENTCOLOR = 0xFFC86464;
const DWORD DXUT_PERFEVENTCOLOR2 = 0xFF64C864;
const DWORD DXUT_PERFEVENTCOLOR3 = 0xFF6464C8;
//--------------------------------------------------------------------------------------
// The following macros provide a convenient way for your code to call the D3DPERF
// functions only when PROFILE is defined. If PROFILE is not defined (as for the final
// release version of a program), these macros evaluate to nothing, so no detailed event
// information is embedded in your shipping program. It is recommended that you create
// and use three build configurations for your projects:
// Debug (nonoptimized code, asserts active, PROFILE defined to assist debugging)
// Profile (optimized code, asserts disabled, PROFILE defined to assist optimization)
// Release (optimized code, asserts disabled, PROFILE not defined)
//--------------------------------------------------------------------------------------
#ifdef PROFILE
// PROFILE is defined, so these macros call the D3DPERF functions
#define DXUT_BeginPerfEvent( color, pstrMessage ) DXUT_Dynamic_D3DPERF_BeginEvent( color, pstrMessage )
#define DXUT_EndPerfEvent() DXUT_Dynamic_D3DPERF_EndEvent()
#define DXUT_SetPerfMarker( color, pstrMessage ) DXUT_Dynamic_D3DPERF_SetMarker( color, pstrMessage )
#else
// PROFILE is not defined, so these macros do nothing
#define DXUT_BeginPerfEvent( color, pstrMessage ) (__noop)
#define DXUT_EndPerfEvent() (__noop)
#define DXUT_SetPerfMarker( color, pstrMessage ) (__noop)
#endif
//--------------------------------------------------------------------------------------
// CDXUTPerfEventGenerator is a helper class that makes it easy to attach begin and end
// events to a block of code. Simply define a CDXUTPerfEventGenerator variable anywhere
// in a block of code, and the class's constructor will call DXUT_BeginPerfEvent when
// the block of code begins, and the class's destructor will call DXUT_EndPerfEvent when
// the block ends.
//--------------------------------------------------------------------------------------
class CDXUTPerfEventGenerator
{
public:
CDXUTPerfEventGenerator( _In_ DWORD color, _In_z_ LPCWSTR pstrMessage )
{
#ifdef PROFILE
DXUT_BeginPerfEvent( color, pstrMessage );
#else
UNREFERENCED_PARAMETER(color);
UNREFERENCED_PARAMETER(pstrMessage);
#endif
}
~CDXUTPerfEventGenerator()
{
DXUT_EndPerfEvent();
}
};
//--------------------------------------------------------------------------------------
// Multimon handling to support OSes with or without multimon API support.
// Purposely avoiding the use of multimon.h so DXUT.lib doesn't require
// COMPILE_MULTIMON_STUBS and cause complication with MFC or other users of multimon.h
//--------------------------------------------------------------------------------------
#ifndef MONITOR_DEFAULTTOPRIMARY
#define MONITORINFOF_PRIMARY 0x00000001
#define MONITOR_DEFAULTTONULL 0x00000000
#define MONITOR_DEFAULTTOPRIMARY 0x00000001
#define MONITOR_DEFAULTTONEAREST 0x00000002
typedef struct tagMONITORINFO
{
DWORD cbSize;
RECT rcMonitor;
RECT rcWork;
DWORD dwFlags;
} MONITORINFO, *LPMONITORINFO;
typedef struct tagMONITORINFOEXW : public tagMONITORINFO
{
WCHAR szDevice[CCHDEVICENAME];
} MONITORINFOEXW, *LPMONITORINFOEXW;
typedef MONITORINFOEXW MONITORINFOEX;
typedef LPMONITORINFOEXW LPMONITORINFOEX;
#endif
HMONITOR WINAPI DXUTMonitorFromWindow( _In_ HWND hWnd, _In_ DWORD dwFlags );
HMONITOR WINAPI DXUTMonitorFromRect( _In_ LPCRECT lprcScreenCoords, _In_ DWORD dwFlags );
BOOL WINAPI DXUTGetMonitorInfo( _In_ HMONITOR hMonitor, _Out_ LPMONITORINFO lpMonitorInfo );
void WINAPI DXUTGetDesktopResolution( _In_ UINT AdapterOrdinal, _Out_ UINT* pWidth, _Out_ UINT* pHeight );
//--------------------------------------------------------------------------------------
// Helper functions to create SRGB formats from typeless formats and vice versa
//--------------------------------------------------------------------------------------
DXGI_FORMAT MAKE_SRGB( _In_ DXGI_FORMAT format );
DXGI_FORMAT MAKE_TYPELESS( _In_ DXGI_FORMAT format );
//--------------------------------------------------------------------------------------
// File: DXUTMisc.h
//
// Helper functions for Direct3D programming.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
// XInput helper state/function
// This performs extra processing on XInput gamepad data to make it slightly more convenient to use
//
// Example usage:
//
// DXUT_GAMEPAD gamepad[4];
// for( DWORD iPort=0; iPort<DXUT_MAX_CONTROLLERS; iPort++ )
// DXUTGetGamepadState( iPort, gamepad[iPort] );
//
//--------------------------------------------------------------------------------------
#define DXUT_MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
struct DXUT_GAMEPAD
{
// From XINPUT_GAMEPAD
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
// Device properties
XINPUT_CAPABILITIES caps;
bool bConnected; // If the controller is currently connected
bool bInserted; // If the controller was inserted this frame
bool bRemoved; // If the controller was removed this frame
// Thumb stick values converted to range [-1,+1]
float fThumbRX;
float fThumbRY;
float fThumbLX;
float fThumbLY;
// Records which buttons were pressed this frame.
// These are only set on the first frame that the button is pressed
WORD wPressedButtons;
bool bPressedLeftTrigger;
bool bPressedRightTrigger;
// Last state of the buttons
WORD wLastButtons;
bool bLastLeftTrigger;
bool bLastRightTrigger;
};
HRESULT DXUTGetGamepadState( _In_ DWORD dwPort, _In_ DXUT_GAMEPAD* pGamePad, _In_ bool bThumbstickDeadZone = true,
_In_ bool bSnapThumbstickToCardinals = true );
HRESULT DXUTStopRumbleOnAllControllers();
void DXUTEnableXInput( _In_ bool bEnable );
//--------------------------------------------------------------------------------------
// Takes a screen shot of a 32bit D3D11 back buffer and saves the images to a BMP or DDS file
//--------------------------------------------------------------------------------------
HRESULT DXUTSnapD3D11Screenshot( _In_z_ LPCWSTR szFileName, _In_ bool usedds = true );
//--------------------------------------------------------------------------------------
// Performs timer operations
// Use DXUTGetGlobalTimer() to get the global instance
//--------------------------------------------------------------------------------------
class CDXUTTimer
{
public:
CDXUTTimer();
void Reset(); // resets the timer
void Start(); // starts the timer
void Stop(); // stop (or pause) the timer
void Advance(); // advance the timer by 0.1 seconds
double GetAbsoluteTime() const; // get the absolute system time
double GetTime() const; // get the current time
float GetElapsedTime(); // get the time that elapsed between Get*ElapsedTime() calls
void GetTimeValues( _Out_ double* pfTime, _Out_ double* pfAbsoluteTime, _Out_ float* pfElapsedTime ); // get all time values at once
bool IsStopped() const { return m_bTimerStopped; } // returns true if timer stopped
// Limit the current thread to one processor (the current one). This ensures that timing code runs
// on only one processor, and will not suffer any ill effects from power management.
void LimitThreadAffinityToCurrentProc();
protected:
LARGE_INTEGER GetAdjustedCurrentTime() const;
bool m_bUsingQPF;
bool m_bTimerStopped;
LONGLONG m_llQPFTicksPerSec;
LONGLONG m_llStopTime;
LONGLONG m_llLastElapsedTime;
LONGLONG m_llBaseTime;
};
CDXUTTimer* WINAPI DXUTGetGlobalTimer();
//--------------------------------------------------------------------------------------
// Returns the string for the given DXGI_FORMAT.
// bWithPrefix determines whether the string should include the "DXGI_FORMAT_"
//--------------------------------------------------------------------------------------
LPCWSTR WINAPI DXUTDXGIFormatToString( _In_ DXGI_FORMAT format, _In_ bool bWithPrefix );
//--------------------------------------------------------------------------------------
// Debug printing support
// See dxerr.h for more debug printing support
//--------------------------------------------------------------------------------------
void WINAPI DXUTOutputDebugStringW( _In_z_ LPCWSTR strMsg, ... );
void WINAPI DXUTOutputDebugStringA( _In_z_ LPCSTR strMsg, ... );
HRESULT WINAPI DXUTTrace( _In_z_ const CHAR* strFile, _In_ DWORD dwLine, _In_ HRESULT hr, _In_z_ const WCHAR* strMsg, _In_ bool bPopMsgBox );
const WCHAR* WINAPI DXUTTraceWindowsMessage( _In_ UINT uMsg );
#ifdef UNICODE
#define DXUTOutputDebugString DXUTOutputDebugStringW
#else
#define DXUTOutputDebugString DXUTOutputDebugStringA
#endif
// These macros are very similar to dxerr's but it special cases the HRESULT defined
// by DXUT to pop better message boxes.
#if defined(DEBUG) || defined(_DEBUG)
#define DXUT_ERR(str,hr) DXUTTrace( __FILE__, (DWORD)__LINE__, hr, str, false )
#define DXUT_ERR_MSGBOX(str,hr) DXUTTrace( __FILE__, (DWORD)__LINE__, hr, str, true )
#define DXUTTRACE DXUTOutputDebugString
#else
#define DXUT_ERR(str,hr) (hr)
#define DXUT_ERR_MSGBOX(str,hr) (hr)
#define DXUTTRACE (__noop)
#endif
//--------------------------------------------------------------------------------------
// Direct3D dynamic linking support -- calls top-level D3D APIs with graceful
// failure if APIs are not present.
//--------------------------------------------------------------------------------------
int WINAPI DXUT_Dynamic_D3DPERF_BeginEvent( _In_ DWORD col, _In_z_ LPCWSTR wszName );
int WINAPI DXUT_Dynamic_D3DPERF_EndEvent( void );
void WINAPI DXUT_Dynamic_D3DPERF_SetMarker( _In_ DWORD col, _In_z_ LPCWSTR wszName );
void WINAPI DXUT_Dynamic_D3DPERF_SetRegion( _In_ DWORD col, _In_z_ LPCWSTR wszName );
BOOL WINAPI DXUT_Dynamic_D3DPERF_QueryRepeatFrame( void );
void WINAPI DXUT_Dynamic_D3DPERF_SetOptions( _In_ DWORD dwOptions );
DWORD WINAPI DXUT_Dynamic_D3DPERF_GetStatus();
HRESULT WINAPI DXUT_Dynamic_CreateDXGIFactory1( _In_ REFIID rInterface, _Out_ void** ppOut );
HRESULT WINAPI DXUT_Dynamic_DXGIGetDebugInterface( _In_ REFIID rInterface, _Out_ void** ppOut );
HRESULT WINAPI DXUT_Dynamic_D3D11CreateDevice( _In_opt_ IDXGIAdapter* pAdapter,
_In_ D3D_DRIVER_TYPE DriverType,
_In_opt_ HMODULE Software,
_In_ UINT32 Flags,
_In_reads_(FeatureLevels) const D3D_FEATURE_LEVEL* pFeatureLevels,
_In_ UINT FeatureLevels,
_In_ UINT32 SDKVersion,
_Deref_out_ ID3D11Device** ppDevice,
_Out_opt_ D3D_FEATURE_LEVEL* pFeatureLevel,
_Out_opt_ ID3D11DeviceContext** ppImmediateContext );
bool DXUT_EnsureD3D11APIs();
//--------------------------------------------------------------------------------------
// Profiling/instrumentation support
//--------------------------------------------------------------------------------------
// Use DXUT_SetDebugName() to attach names to D3D objects for use by
// SDKDebugLayer, PIX's object table, etc.
#if defined(PROFILE) || defined(DEBUG)
inline void DXUT_SetDebugName( _In_ IDXGIObject* pObj, _In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName, (UINT)strlen(pstrName), pstrName );
}
inline void DXUT_SetDebugName( _In_ ID3D11Device* pObj, _In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName, (UINT)strlen(pstrName), pstrName );
}
inline void DXUT_SetDebugName( _In_ ID3D11DeviceChild* pObj, _In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName, (UINT)strlen(pstrName), pstrName );
}
#else
#define DXUT_SetDebugName( pObj, pstrName )
#endif
//--------------------------------------------------------------------------------------
// Some D3DPERF APIs take a color that can be used when displaying user events in
// performance analysis tools. The following constants are provided for your
// convenience, but you can use any colors you like.
//--------------------------------------------------------------------------------------
const DWORD DXUT_PERFEVENTCOLOR = 0xFFC86464;
const DWORD DXUT_PERFEVENTCOLOR2 = 0xFF64C864;
const DWORD DXUT_PERFEVENTCOLOR3 = 0xFF6464C8;
//--------------------------------------------------------------------------------------
// The following macros provide a convenient way for your code to call the D3DPERF
// functions only when PROFILE is defined. If PROFILE is not defined (as for the final
// release version of a program), these macros evaluate to nothing, so no detailed event
// information is embedded in your shipping program. It is recommended that you create
// and use three build configurations for your projects:
// Debug (nonoptimized code, asserts active, PROFILE defined to assist debugging)
// Profile (optimized code, asserts disabled, PROFILE defined to assist optimization)
// Release (optimized code, asserts disabled, PROFILE not defined)
//--------------------------------------------------------------------------------------
#ifdef PROFILE
// PROFILE is defined, so these macros call the D3DPERF functions
#define DXUT_BeginPerfEvent( color, pstrMessage ) DXUT_Dynamic_D3DPERF_BeginEvent( color, pstrMessage )
#define DXUT_EndPerfEvent() DXUT_Dynamic_D3DPERF_EndEvent()
#define DXUT_SetPerfMarker( color, pstrMessage ) DXUT_Dynamic_D3DPERF_SetMarker( color, pstrMessage )
#else
// PROFILE is not defined, so these macros do nothing
#define DXUT_BeginPerfEvent( color, pstrMessage ) (__noop)
#define DXUT_EndPerfEvent() (__noop)
#define DXUT_SetPerfMarker( color, pstrMessage ) (__noop)
#endif
//--------------------------------------------------------------------------------------
// CDXUTPerfEventGenerator is a helper class that makes it easy to attach begin and end
// events to a block of code. Simply define a CDXUTPerfEventGenerator variable anywhere
// in a block of code, and the class's constructor will call DXUT_BeginPerfEvent when
// the block of code begins, and the class's destructor will call DXUT_EndPerfEvent when
// the block ends.
//--------------------------------------------------------------------------------------
class CDXUTPerfEventGenerator
{
public:
CDXUTPerfEventGenerator( _In_ DWORD color, _In_z_ LPCWSTR pstrMessage )
{
#ifdef PROFILE
DXUT_BeginPerfEvent( color, pstrMessage );
#else
UNREFERENCED_PARAMETER(color);
UNREFERENCED_PARAMETER(pstrMessage);
#endif
}
~CDXUTPerfEventGenerator()
{
DXUT_EndPerfEvent();
}
};
//--------------------------------------------------------------------------------------
// Multimon handling to support OSes with or without multimon API support.
// Purposely avoiding the use of multimon.h so DXUT.lib doesn't require
// COMPILE_MULTIMON_STUBS and cause complication with MFC or other users of multimon.h
//--------------------------------------------------------------------------------------
#ifndef MONITOR_DEFAULTTOPRIMARY
#define MONITORINFOF_PRIMARY 0x00000001
#define MONITOR_DEFAULTTONULL 0x00000000
#define MONITOR_DEFAULTTOPRIMARY 0x00000001
#define MONITOR_DEFAULTTONEAREST 0x00000002
typedef struct tagMONITORINFO
{
DWORD cbSize;
RECT rcMonitor;
RECT rcWork;
DWORD dwFlags;
} MONITORINFO, *LPMONITORINFO;
typedef struct tagMONITORINFOEXW : public tagMONITORINFO
{
WCHAR szDevice[CCHDEVICENAME];
} MONITORINFOEXW, *LPMONITORINFOEXW;
typedef MONITORINFOEXW MONITORINFOEX;
typedef LPMONITORINFOEXW LPMONITORINFOEX;
#endif
HMONITOR WINAPI DXUTMonitorFromWindow( _In_ HWND hWnd, _In_ DWORD dwFlags );
HMONITOR WINAPI DXUTMonitorFromRect( _In_ LPCRECT lprcScreenCoords, _In_ DWORD dwFlags );
BOOL WINAPI DXUTGetMonitorInfo( _In_ HMONITOR hMonitor, _Out_ LPMONITORINFO lpMonitorInfo );
void WINAPI DXUTGetDesktopResolution( _In_ UINT AdapterOrdinal, _Out_ UINT* pWidth, _Out_ UINT* pHeight );
//--------------------------------------------------------------------------------------
// Helper functions to create SRGB formats from typeless formats and vice versa
//--------------------------------------------------------------------------------------
DXGI_FORMAT MAKE_SRGB( _In_ DXGI_FORMAT format );
DXGI_FORMAT MAKE_TYPELESS( _In_ DXGI_FORMAT format );

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@ -1,47 +1,47 @@
//--------------------------------------------------------------------------------------
// File: ScreenGrab.h
//
// Function for capturing a 2D texture and saving it to a file (aka a 'screenshot'
// when used on a Direct3D 11 Render Target).
//
// Note these functions are useful as a light-weight runtime screen grabber. For
// full-featured texture capture, DDS writer, and texture processing pipeline,
// see the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <d3d11_1.h>
#include <ocidl.h>
#include <stdint.h>
#include <functional>
namespace DirectX
{
HRESULT SaveDDSTextureToFile( _In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_z_ LPCWSTR fileName );
#if !defined(WINAPI_FAMILY) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (_WIN32_WINNT > _WIN32_WINNT_WIN8)
HRESULT SaveWICTextureToFile( _In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_ REFGUID guidContainerFormat,
_In_z_ LPCWSTR fileName,
_In_opt_ const GUID* targetFormat = nullptr,
_In_opt_ std::function<void(IPropertyBag2*)> setCustomProps = nullptr );
#endif
//--------------------------------------------------------------------------------------
// File: ScreenGrab.h
//
// Function for capturing a 2D texture and saving it to a file (aka a 'screenshot'
// when used on a Direct3D 11 Render Target).
//
// Note these functions are useful as a light-weight runtime screen grabber. For
// full-featured texture capture, DDS writer, and texture processing pipeline,
// see the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <d3d11_1.h>
#include <ocidl.h>
#include <stdint.h>
#include <functional>
namespace DirectX
{
HRESULT SaveDDSTextureToFile( _In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_z_ LPCWSTR fileName );
#if !defined(WINAPI_FAMILY) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (_WIN32_WINNT > _WIN32_WINNT_WIN8)
HRESULT SaveWICTextureToFile( _In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_ REFGUID guidContainerFormat,
_In_z_ LPCWSTR fileName,
_In_opt_ const GUID* targetFormat = nullptr,
_In_opt_ std::function<void(IPropertyBag2*)> setCustomProps = nullptr );
#endif
}

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@ -1,123 +1,123 @@
//--------------------------------------------------------------------------------------
// File: WICTextureLoader.h
//
// Function for loading a WIC image and creating a Direct3D 11 runtime texture for it
// (auto-generating mipmaps if possible)
//
// Note: Assumes application has already called CoInitializeEx
//
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
// auto-gen mipmap support.
//
// Note these functions are useful for images created as simple 2D textures. For
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
// For a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <d3d11_1.h>
#include <stdint.h>
namespace DirectX
{
// Standard version
HRESULT CreateWICTextureFromMemory( _In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
// Standard version with optional auto-gen mipmap support
HRESULT CreateWICTextureFromMemory( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_z_ const wchar_t* szFileName,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
// Extended version
HRESULT CreateWICTextureFromMemoryEx( _In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
HRESULT CreateWICTextureFromFileEx( _In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
// Extended version with optional auto-gen mipmap support
HRESULT CreateWICTextureFromMemoryEx( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
HRESULT CreateWICTextureFromFileEx( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
//--------------------------------------------------------------------------------------
// File: WICTextureLoader.h
//
// Function for loading a WIC image and creating a Direct3D 11 runtime texture for it
// (auto-generating mipmaps if possible)
//
// Note: Assumes application has already called CoInitializeEx
//
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
// auto-gen mipmap support.
//
// Note these functions are useful for images created as simple 2D textures. For
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
// For a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <d3d11_1.h>
#include <stdint.h>
namespace DirectX
{
// Standard version
HRESULT CreateWICTextureFromMemory( _In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
// Standard version with optional auto-gen mipmap support
HRESULT CreateWICTextureFromMemory( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_z_ const wchar_t* szFileName,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
// Extended version
HRESULT CreateWICTextureFromMemoryEx( _In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
HRESULT CreateWICTextureFromFileEx( _In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
// Extended version with optional auto-gen mipmap support
HRESULT CreateWICTextureFromMemoryEx( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
HRESULT CreateWICTextureFromFileEx( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView
);
}

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@ -1,76 +1,76 @@
//--------------------------------------------------------------------------------------
// File: DXErr.h
//
// DirectX Error Library
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
// This version only supports UNICODE.
#pragma once
#include <windows.h>
#include <sal.h>
#ifdef __cplusplus
extern "C" {
#endif
//--------------------------------------------------------------------------------------
// DXGetErrorString
//--------------------------------------------------------------------------------------
const WCHAR* WINAPI DXGetErrorStringW( _In_ HRESULT hr );
#define DXGetErrorString DXGetErrorStringW
//--------------------------------------------------------------------------------------
// DXGetErrorDescription has to be modified to return a copy in a buffer rather than
// the original static string.
//--------------------------------------------------------------------------------------
void WINAPI DXGetErrorDescriptionW( _In_ HRESULT hr, _Out_cap_(count) WCHAR* desc, _In_ size_t count );
#define DXGetErrorDescription DXGetErrorDescriptionW
//--------------------------------------------------------------------------------------
// DXTrace
//
// Desc: Outputs a formatted error message to the debug stream
//
// Args: WCHAR* strFile The current file, typically passed in using the
// __FILEW__ macro.
// DWORD dwLine The current line number, typically passed in using the
// __LINE__ macro.
// HRESULT hr An HRESULT that will be traced to the debug stream.
// CHAR* strMsg A string that will be traced to the debug stream (may be NULL)
// BOOL bPopMsgBox If TRUE, then a message box will popup also containing the passed info.
//
// Return: The hr that was passed in.
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXTraceW( _In_z_ const WCHAR* strFile, _In_ DWORD dwLine, _In_ HRESULT hr, _In_opt_ const WCHAR* strMsg, _In_ bool bPopMsgBox );
#define DXTrace DXTraceW
//--------------------------------------------------------------------------------------
//
// Helper macros
//
//--------------------------------------------------------------------------------------
#if defined(DEBUG) || defined(_DEBUG)
#define DXTRACE_MSG(str) DXTrace( __FILEW__, (DWORD)__LINE__, 0, str, false )
#define DXTRACE_ERR(str,hr) DXTrace( __FILEW__, (DWORD)__LINE__, hr, str, false )
#define DXTRACE_ERR_MSGBOX(str,hr) DXTrace( __FILEW__, (DWORD)__LINE__, hr, str, true )
#else
#define DXTRACE_MSG(str) (0L)
#define DXTRACE_ERR(str,hr) (hr)
#define DXTRACE_ERR_MSGBOX(str,hr) (hr)
#endif
#ifdef __cplusplus
}
#endif //__cplusplus
//--------------------------------------------------------------------------------------
// File: DXErr.h
//
// DirectX Error Library
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
// This version only supports UNICODE.
#pragma once
#include <windows.h>
#include <sal.h>
#ifdef __cplusplus
extern "C" {
#endif
//--------------------------------------------------------------------------------------
// DXGetErrorString
//--------------------------------------------------------------------------------------
const WCHAR* WINAPI DXGetErrorStringW( _In_ HRESULT hr );
#define DXGetErrorString DXGetErrorStringW
//--------------------------------------------------------------------------------------
// DXGetErrorDescription has to be modified to return a copy in a buffer rather than
// the original static string.
//--------------------------------------------------------------------------------------
void WINAPI DXGetErrorDescriptionW( _In_ HRESULT hr, _Out_cap_(count) WCHAR* desc, _In_ size_t count );
#define DXGetErrorDescription DXGetErrorDescriptionW
//--------------------------------------------------------------------------------------
// DXTrace
//
// Desc: Outputs a formatted error message to the debug stream
//
// Args: WCHAR* strFile The current file, typically passed in using the
// __FILEW__ macro.
// DWORD dwLine The current line number, typically passed in using the
// __LINE__ macro.
// HRESULT hr An HRESULT that will be traced to the debug stream.
// CHAR* strMsg A string that will be traced to the debug stream (may be NULL)
// BOOL bPopMsgBox If TRUE, then a message box will popup also containing the passed info.
//
// Return: The hr that was passed in.
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXTraceW( _In_z_ const WCHAR* strFile, _In_ DWORD dwLine, _In_ HRESULT hr, _In_opt_ const WCHAR* strMsg, _In_ bool bPopMsgBox );
#define DXTrace DXTraceW
//--------------------------------------------------------------------------------------
//
// Helper macros
//
//--------------------------------------------------------------------------------------
#if defined(DEBUG) || defined(_DEBUG)
#define DXTRACE_MSG(str) DXTrace( __FILEW__, (DWORD)__LINE__, 0, str, false )
#define DXTRACE_ERR(str,hr) DXTrace( __FILEW__, (DWORD)__LINE__, hr, str, false )
#define DXTRACE_ERR_MSGBOX(str,hr) DXTrace( __FILEW__, (DWORD)__LINE__, hr, str, true )
#else
#define DXTRACE_MSG(str) (0L)
#define DXTRACE_ERR(str,hr) (hr)
#define DXTRACE_ERR_MSGBOX(str,hr) (hr)
#endif
#ifdef __cplusplus
}
#endif //__cplusplus

Просмотреть файл

@ -1,58 +1,58 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_2013.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_2013.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
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{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
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{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
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{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
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{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_2013.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_2013.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Просмотреть файл

@ -1,58 +1,58 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_2015.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_2015.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_2015.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_2015.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Просмотреть файл

@ -1,84 +1,84 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_DirectXTK_2013.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_DirectXTK_2013.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2013", "..\DirectXTK\DirectXTK_Desktop_2013.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Deploy.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.ActiveCfg = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Build.0 = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Deploy.0 = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.ActiveCfg = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.Build.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.Deploy.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.ActiveCfg = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.Build.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.ActiveCfg = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Build.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Deploy.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.ActiveCfg = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Build.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Deploy.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_DirectXTK_2013.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_DirectXTK_2013.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2013", "..\DirectXTK\DirectXTK_Desktop_2013.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Deploy.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.ActiveCfg = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Build.0 = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Deploy.0 = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.ActiveCfg = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.Build.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.Deploy.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.ActiveCfg = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.Build.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.ActiveCfg = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Build.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Deploy.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.ActiveCfg = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Build.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Deploy.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Просмотреть файл

@ -1,84 +1,84 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2015
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_DirectXTK_2015.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_DirectXTK_2015.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2015", "..\DirectXTK\DirectXTK_Desktop_2015.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Deploy.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.ActiveCfg = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Build.0 = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Deploy.0 = Debug|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.ActiveCfg = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.Build.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|Win32.Deploy.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.ActiveCfg = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.Build.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Profile|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.ActiveCfg = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Build.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Deploy.0 = Release|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.ActiveCfg = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Build.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Deploy.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2015
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_DirectXTK_2015.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "Optional\DXUTOpt_DirectXTK_2015.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
ProjectSection(ProjectDependencies) = postProject
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E} = {E0B52AE7-E160-4D32-BF3F-910B785E5A8E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2015", "..\DirectXTK\DirectXTK_Desktop_2015.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Deploy.0 = Debug|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Deploy.0 = Debug|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.ActiveCfg = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Build.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|Win32.Deploy.0 = Profile|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.ActiveCfg = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Build.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Profile|x64.Deploy.0 = Profile|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Deploy.0 = Release|Win32
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Deploy.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Deploy.0 = Debug|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Deploy.0 = Debug|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.ActiveCfg = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Build.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|Win32.Deploy.0 = Profile|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.ActiveCfg = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Build.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Profile|x64.Deploy.0 = Profile|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Deploy.0 = Release|Win32
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Deploy.0 = Release|x64
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Deploy.0 = Debug|Win32
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Просмотреть файл

@ -1,80 +1,80 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
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ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
EndProject
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ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "Core\DXUT_DirectXTK_2015_Win10.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
EndProject
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ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
EndProject
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EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Profile|Win32 = Profile|Win32
Profile|x64 = Profile|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
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{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

42
MIT.txt
Просмотреть файл

@ -1,21 +1,21 @@
The MIT License (MIT)
Copyright (c) 2016 Microsoft Corp
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be included in all copies
or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
The MIT License (MIT)
Copyright (c) 2016 Microsoft Corp
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be included in all copies
or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Просмотреть файл

@ -1,226 +1,226 @@
//--------------------------------------------------------------------------------------
// DXUTLockFreePipe.h
//
// See the "Lockless Programming Considerations for Xbox 360 and Microsoft Windows"
// article for more details.
//
// http://msdn.microsoft.com/en-us/library/ee418650.aspx
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <sal.h>
#include <algorithm>
#pragma pack(push)
#pragma pack(8)
#include <windows.h>
#pragma pack (pop)
extern "C"
void _ReadWriteBarrier();
#pragma intrinsic(_ReadWriteBarrier)
// Prevent the compiler from rearranging loads
// and stores, sufficiently for read-acquire
// and write-release. This is sufficient on
// x86 and x64.
#define DXUTImportBarrier _ReadWriteBarrier
#define DXUTExportBarrier _ReadWriteBarrier
//
// Pipe class designed for use by at most two threads: one reader, one writer.
// Access by more than two threads isn't guaranteed to be safe.
//
// In order to provide efficient access the size of the buffer is passed
// as a template parameter and restricted to powers of two less than 31.
//
template <BYTE cbBufferSizeLog2> class DXUTLockFreePipe
{
public:
DXUTLockFreePipe() : m_readOffset( 0 ),
m_writeOffset( 0 )
{
}
DWORD GetBufferSize() const
{
return c_cbBufferSize;
}
__forceinline unsigned long BytesAvailable() const
{
return m_writeOffset - m_readOffset;
}
bool __forceinline Read( _Out_writes_(cbDest) void* pvDest, _In_ unsigned long cbDest )
{
// Store the read and write offsets into local variables--this is
// essentially a snapshot of their values so that they stay constant
// for the duration of the function (and so we don't end up with cache
// misses due to false sharing).
DWORD readOffset = m_readOffset;
DWORD writeOffset = m_writeOffset;
// Compare the two offsets to see if we have anything to read.
// Note that we don't do anything to synchronize the offsets here.
// Really there's not much we *can* do unless we're willing to completely
// synchronize access to the entire object. We have to assume that as we
// read, someone else may be writing, and the write offset we have now
// may be out of date by the time we read it. Fortunately that's not a
// very big deal. We might miss reading some data that was just written.
// But the assumption is that we'll be back before long to grab more data
// anyway.
//
// Note that this comparison works because we're careful to constrain
// the total buffer size to be a power of 2, which means it will divide
// evenly into ULONG_MAX+1. That, and the fact that the offsets are
// unsigned, means that the calculation returns correct results even
// when the values wrap around.
DWORD cbAvailable = writeOffset - readOffset;
if( cbDest > cbAvailable )
{
return false;
}
// The data has been made available, but we need to make sure
// that our view on the data is up to date -- at least as up to
// date as the control values we just read. We need to prevent
// the compiler or CPU from moving any of the data reads before
// the control value reads. This import barrier serves this
// purpose, on Xbox 360 and on Windows.
// Reading a control value and then having a barrier is known
// as a "read-acquire."
DXUTImportBarrier();
unsigned char* pbDest = ( unsigned char* )pvDest;
unsigned long actualReadOffset = readOffset & c_sizeMask;
unsigned long bytesLeft = cbDest;
//
// Copy from the tail, then the head. Note that there's no explicit
// check to see if the write offset comes between the read offset
// and the end of the buffer--that particular condition is implicitly
// checked by the comparison with AvailableToRead(), above. If copying
// cbDest bytes off the tail would cause us to cross the write offset,
// then the previous comparison would have failed since that would imply
// that there were less than cbDest bytes available to read.
//
unsigned long cbTailBytes = std::min( bytesLeft, c_cbBufferSize - actualReadOffset );
memcpy( pbDest, m_pbBuffer + actualReadOffset, cbTailBytes );
bytesLeft -= cbTailBytes;
if( bytesLeft )
{
memcpy( pbDest + cbTailBytes, m_pbBuffer, bytesLeft );
}
// When we update the read offset we are, effectively, 'freeing' buffer
// memory so that the writing thread can use it. We need to make sure that
// we don't free the memory before we have finished reading it. That is,
// we need to make sure that the write to m_readOffset can't get reordered
// above the reads of the buffer data. The only way to guarantee this is to
// have an export barrier to prevent both compiler and CPU rearrangements.
DXUTExportBarrier();
// Advance the read offset. From the CPUs point of view this is several
// operations--read, modify, store--and we'd normally want to make sure that
// all of the operations happened atomically. But in the case of a single
// reader, only one thread updates this value and so the only operation that
// must be atomic is the store. That's lucky, because 32-bit aligned stores are
// atomic on all modern processors.
//
readOffset += cbDest;
m_readOffset = readOffset;
return true;
}
bool __forceinline Write( _In_reads_(cbSrc) const void* pvSrc, _In_ unsigned long cbSrc )
{
// Reading the read offset here has the same caveats as reading
// the write offset had in the Read() function above.
DWORD readOffset = m_readOffset;
DWORD writeOffset = m_writeOffset;
// Compute the available write size. This comparison relies on
// the fact that the buffer size is always a power of 2, and the
// offsets are unsigned integers, so that when the write pointer
// wraps around the subtraction still yields a value (assuming
// we haven't messed up somewhere else) between 0 and c_cbBufferSize - 1.
DWORD cbAvailable = c_cbBufferSize - ( writeOffset - readOffset );
if( cbSrc > cbAvailable )
{
return false;
}
// It is theoretically possible for writes of the data to be reordered
// above the reads to see if the data is available. Improbable perhaps,
// but possible. This barrier guarantees that the reordering will not
// happen.
DXUTImportBarrier();
// Write the data
const unsigned char* pbSrc = ( const unsigned char* )pvSrc;
unsigned long actualWriteOffset = writeOffset & c_sizeMask;
unsigned long bytesLeft = cbSrc;
// See the explanation in the Read() function as to why we don't
// explicitly check against the read offset here.
unsigned long cbTailBytes = std::min( bytesLeft, c_cbBufferSize - actualWriteOffset );
memcpy( m_pbBuffer + actualWriteOffset, pbSrc, cbTailBytes );
bytesLeft -= cbTailBytes;
if( bytesLeft )
{
memcpy( m_pbBuffer, pbSrc + cbTailBytes, bytesLeft );
}
// Now it's time to update the write offset, but since the updated position
// of the write offset will imply that there's data to be read, we need to
// make sure that the data all actually gets written before the update to
// the write offset. The writes could be reordered by the compiler (on any
// platform) or by the CPU (on Xbox 360). We need a barrier which prevents
// the writes from being reordered past each other.
//
// Having a barrier and then writing a control value is called "write-release."
DXUTExportBarrier();
// See comments in Read() as to why this operation isn't interlocked.
writeOffset += cbSrc;
m_writeOffset = writeOffset;
return true;
}
private:
// Values derived from the buffer size template parameter
//
const static BYTE c_cbBufferSizeLog2 = __min( cbBufferSizeLog2, 31 );
const static DWORD c_cbBufferSize = ( 1 << c_cbBufferSizeLog2 );
const static DWORD c_sizeMask = c_cbBufferSize - 1;
// Leave these private and undefined to prevent their use
DXUTLockFreePipe( const DXUTLockFreePipe& );
DXUTLockFreePipe& operator =( const DXUTLockFreePipe& );
// Member data
//
BYTE m_pbBuffer[c_cbBufferSize];
// Note that these offsets are not clamped to the buffer size.
// Instead the calculations rely on wrapping at ULONG_MAX+1.
// See the comments in Read() for details.
volatile DWORD __declspec( align( 4 ) ) m_readOffset;
volatile DWORD __declspec( align( 4 ) ) m_writeOffset;
//--------------------------------------------------------------------------------------
// DXUTLockFreePipe.h
//
// See the "Lockless Programming Considerations for Xbox 360 and Microsoft Windows"
// article for more details.
//
// http://msdn.microsoft.com/en-us/library/ee418650.aspx
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <sal.h>
#include <algorithm>
#pragma pack(push)
#pragma pack(8)
#include <windows.h>
#pragma pack (pop)
extern "C"
void _ReadWriteBarrier();
#pragma intrinsic(_ReadWriteBarrier)
// Prevent the compiler from rearranging loads
// and stores, sufficiently for read-acquire
// and write-release. This is sufficient on
// x86 and x64.
#define DXUTImportBarrier _ReadWriteBarrier
#define DXUTExportBarrier _ReadWriteBarrier
//
// Pipe class designed for use by at most two threads: one reader, one writer.
// Access by more than two threads isn't guaranteed to be safe.
//
// In order to provide efficient access the size of the buffer is passed
// as a template parameter and restricted to powers of two less than 31.
//
template <BYTE cbBufferSizeLog2> class DXUTLockFreePipe
{
public:
DXUTLockFreePipe() : m_readOffset( 0 ),
m_writeOffset( 0 )
{
}
DWORD GetBufferSize() const
{
return c_cbBufferSize;
}
__forceinline unsigned long BytesAvailable() const
{
return m_writeOffset - m_readOffset;
}
bool __forceinline Read( _Out_writes_(cbDest) void* pvDest, _In_ unsigned long cbDest )
{
// Store the read and write offsets into local variables--this is
// essentially a snapshot of their values so that they stay constant
// for the duration of the function (and so we don't end up with cache
// misses due to false sharing).
DWORD readOffset = m_readOffset;
DWORD writeOffset = m_writeOffset;
// Compare the two offsets to see if we have anything to read.
// Note that we don't do anything to synchronize the offsets here.
// Really there's not much we *can* do unless we're willing to completely
// synchronize access to the entire object. We have to assume that as we
// read, someone else may be writing, and the write offset we have now
// may be out of date by the time we read it. Fortunately that's not a
// very big deal. We might miss reading some data that was just written.
// But the assumption is that we'll be back before long to grab more data
// anyway.
//
// Note that this comparison works because we're careful to constrain
// the total buffer size to be a power of 2, which means it will divide
// evenly into ULONG_MAX+1. That, and the fact that the offsets are
// unsigned, means that the calculation returns correct results even
// when the values wrap around.
DWORD cbAvailable = writeOffset - readOffset;
if( cbDest > cbAvailable )
{
return false;
}
// The data has been made available, but we need to make sure
// that our view on the data is up to date -- at least as up to
// date as the control values we just read. We need to prevent
// the compiler or CPU from moving any of the data reads before
// the control value reads. This import barrier serves this
// purpose, on Xbox 360 and on Windows.
// Reading a control value and then having a barrier is known
// as a "read-acquire."
DXUTImportBarrier();
unsigned char* pbDest = ( unsigned char* )pvDest;
unsigned long actualReadOffset = readOffset & c_sizeMask;
unsigned long bytesLeft = cbDest;
//
// Copy from the tail, then the head. Note that there's no explicit
// check to see if the write offset comes between the read offset
// and the end of the buffer--that particular condition is implicitly
// checked by the comparison with AvailableToRead(), above. If copying
// cbDest bytes off the tail would cause us to cross the write offset,
// then the previous comparison would have failed since that would imply
// that there were less than cbDest bytes available to read.
//
unsigned long cbTailBytes = std::min( bytesLeft, c_cbBufferSize - actualReadOffset );
memcpy( pbDest, m_pbBuffer + actualReadOffset, cbTailBytes );
bytesLeft -= cbTailBytes;
if( bytesLeft )
{
memcpy( pbDest + cbTailBytes, m_pbBuffer, bytesLeft );
}
// When we update the read offset we are, effectively, 'freeing' buffer
// memory so that the writing thread can use it. We need to make sure that
// we don't free the memory before we have finished reading it. That is,
// we need to make sure that the write to m_readOffset can't get reordered
// above the reads of the buffer data. The only way to guarantee this is to
// have an export barrier to prevent both compiler and CPU rearrangements.
DXUTExportBarrier();
// Advance the read offset. From the CPUs point of view this is several
// operations--read, modify, store--and we'd normally want to make sure that
// all of the operations happened atomically. But in the case of a single
// reader, only one thread updates this value and so the only operation that
// must be atomic is the store. That's lucky, because 32-bit aligned stores are
// atomic on all modern processors.
//
readOffset += cbDest;
m_readOffset = readOffset;
return true;
}
bool __forceinline Write( _In_reads_(cbSrc) const void* pvSrc, _In_ unsigned long cbSrc )
{
// Reading the read offset here has the same caveats as reading
// the write offset had in the Read() function above.
DWORD readOffset = m_readOffset;
DWORD writeOffset = m_writeOffset;
// Compute the available write size. This comparison relies on
// the fact that the buffer size is always a power of 2, and the
// offsets are unsigned integers, so that when the write pointer
// wraps around the subtraction still yields a value (assuming
// we haven't messed up somewhere else) between 0 and c_cbBufferSize - 1.
DWORD cbAvailable = c_cbBufferSize - ( writeOffset - readOffset );
if( cbSrc > cbAvailable )
{
return false;
}
// It is theoretically possible for writes of the data to be reordered
// above the reads to see if the data is available. Improbable perhaps,
// but possible. This barrier guarantees that the reordering will not
// happen.
DXUTImportBarrier();
// Write the data
const unsigned char* pbSrc = ( const unsigned char* )pvSrc;
unsigned long actualWriteOffset = writeOffset & c_sizeMask;
unsigned long bytesLeft = cbSrc;
// See the explanation in the Read() function as to why we don't
// explicitly check against the read offset here.
unsigned long cbTailBytes = std::min( bytesLeft, c_cbBufferSize - actualWriteOffset );
memcpy( m_pbBuffer + actualWriteOffset, pbSrc, cbTailBytes );
bytesLeft -= cbTailBytes;
if( bytesLeft )
{
memcpy( m_pbBuffer, pbSrc + cbTailBytes, bytesLeft );
}
// Now it's time to update the write offset, but since the updated position
// of the write offset will imply that there's data to be read, we need to
// make sure that the data all actually gets written before the update to
// the write offset. The writes could be reordered by the compiler (on any
// platform) or by the CPU (on Xbox 360). We need a barrier which prevents
// the writes from being reordered past each other.
//
// Having a barrier and then writing a control value is called "write-release."
DXUTExportBarrier();
// See comments in Read() as to why this operation isn't interlocked.
writeOffset += cbSrc;
m_writeOffset = writeOffset;
return true;
}
private:
// Values derived from the buffer size template parameter
//
const static BYTE c_cbBufferSizeLog2 = __min( cbBufferSizeLog2, 31 );
const static DWORD c_cbBufferSize = ( 1 << c_cbBufferSizeLog2 );
const static DWORD c_sizeMask = c_cbBufferSize - 1;
// Leave these private and undefined to prevent their use
DXUTLockFreePipe( const DXUTLockFreePipe& );
DXUTLockFreePipe& operator =( const DXUTLockFreePipe& );
// Member data
//
BYTE m_pbBuffer[c_cbBufferSize];
// Note that these offsets are not clamped to the buffer size.
// Instead the calculations rely on wrapping at ULONG_MAX+1.
// See the comments in Read() for details.
volatile DWORD __declspec( align( 4 ) ) m_readOffset;
volatile DWORD __declspec( align( 4 ) ) m_writeOffset;
};

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//--------------------------------------------------------------------------------------
// File: Camera.h
//
// Helper functions for Direct3D programming.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
class CD3DArcBall
{
public:
CD3DArcBall();
// Functions to change behavior
void Reset();
void SetTranslationRadius( _In_ float fRadiusTranslation )
{
m_fRadiusTranslation = fRadiusTranslation;
}
void SetWindow( _In_ INT nWidth, _In_ INT nHeight, _In_ float fRadius = 0.9f )
{
m_nWidth = nWidth;
m_nHeight = nHeight;
m_fRadius = fRadius;
m_vCenter.x = float(m_nWidth) / 2.0f;
m_vCenter.y = float(m_nHeight) / 2.0f;
}
void SetOffset( _In_ INT nX, _In_ INT nY ) { m_Offset.x = nX; m_Offset.y = nY; }
// Call these from client and use GetRotationMatrix() to read new rotation matrix
void OnBegin( _In_ int nX, _In_ int nY ); // start the rotation (pass current mouse position)
void OnMove( _In_ int nX, _In_ int nY ); // continue the rotation (pass current mouse position)
void OnEnd(); // end the rotation
// Or call this to automatically handle left, middle, right buttons
LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
// Functions to get/set state
DirectX::XMMATRIX GetRotationMatrix() const
{
using namespace DirectX;
XMVECTOR q = XMLoadFloat4( &m_qNow );
return DirectX::XMMatrixRotationQuaternion( q );
}
DirectX::XMMATRIX GetTranslationMatrix() const { return DirectX::XMLoadFloat4x4( &m_mTranslation ); }
DirectX::XMMATRIX GetTranslationDeltaMatrix() const { return DirectX::XMLoadFloat4x4( &m_mTranslationDelta ); }
bool IsBeingDragged() const { return m_bDrag; }
DirectX::XMVECTOR GetQuatNow() const { return DirectX::XMLoadFloat4( &m_qNow ); }
void SetQuatNow( _In_ DirectX::FXMVECTOR& q ) { DirectX::XMStoreFloat4( &m_qNow, q ); }
static DirectX::XMVECTOR QuatFromBallPoints( _In_ DirectX::FXMVECTOR vFrom, _In_ DirectX::FXMVECTOR vTo )
{
using namespace DirectX;
XMVECTOR dot = XMVector3Dot( vFrom, vTo );
XMVECTOR vPart = XMVector3Cross( vFrom, vTo );
return XMVectorSelect( dot, vPart, g_XMSelect1110 );
}
protected:
DirectX::XMFLOAT4X4 m_mRotation; // Matrix for arc ball's orientation
DirectX::XMFLOAT4X4 m_mTranslation; // Matrix for arc ball's position
DirectX::XMFLOAT4X4 m_mTranslationDelta;// Matrix for arc ball's position
POINT m_Offset; // window offset, or upper-left corner of window
INT m_nWidth; // arc ball's window width
INT m_nHeight; // arc ball's window height
DirectX::XMFLOAT2 m_vCenter; // center of arc ball
float m_fRadius; // arc ball's radius in screen coords
float m_fRadiusTranslation; // arc ball's radius for translating the target
DirectX::XMFLOAT4 m_qDown; // Quaternion before button down
DirectX::XMFLOAT4 m_qNow; // Composite quaternion for current drag
bool m_bDrag; // Whether user is dragging arc ball
POINT m_ptLastMouse; // position of last mouse point
DirectX::XMFLOAT3 m_vDownPt; // starting point of rotation arc
DirectX::XMFLOAT3 m_vCurrentPt; // current point of rotation arc
DirectX::XMVECTOR ScreenToVector( _In_ float fScreenPtX, _In_ float fScreenPtY )
{
// Scale to screen
float x = -( fScreenPtX - m_Offset.x - m_nWidth / 2 ) / ( m_fRadius * m_nWidth / 2 );
float y = ( fScreenPtY - m_Offset.y - m_nHeight / 2 ) / ( m_fRadius * m_nHeight / 2 );
float z = 0.0f;
float mag = x * x + y * y;
if( mag > 1.0f )
{
float scale = 1.0f / sqrtf( mag );
x *= scale;
y *= scale;
}
else
z = sqrtf( 1.0f - mag );
return DirectX::XMVectorSet( x, y, z, 0 );
}
};
//--------------------------------------------------------------------------------------
// used by CCamera to map WM_KEYDOWN keys
//--------------------------------------------------------------------------------------
enum D3DUtil_CameraKeys
{
CAM_STRAFE_LEFT = 0,
CAM_STRAFE_RIGHT,
CAM_MOVE_FORWARD,
CAM_MOVE_BACKWARD,
CAM_MOVE_UP,
CAM_MOVE_DOWN,
CAM_RESET,
CAM_CONTROLDOWN,
CAM_MAX_KEYS,
CAM_UNKNOWN = 0xFF
};
#define KEY_WAS_DOWN_MASK 0x80
#define KEY_IS_DOWN_MASK 0x01
#define MOUSE_LEFT_BUTTON 0x01
#define MOUSE_MIDDLE_BUTTON 0x02
#define MOUSE_RIGHT_BUTTON 0x04
#define MOUSE_WHEEL 0x08
//--------------------------------------------------------------------------------------
// Simple base camera class that moves and rotates. The base class
// records mouse and keyboard input for use by a derived class, and
// keeps common state.
//--------------------------------------------------------------------------------------
class CBaseCamera
{
public:
CBaseCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
virtual void FrameMove( _In_ float fElapsedTime ) = 0;
// Functions to change camera matrices
virtual void Reset();
virtual void SetViewParams( _In_ DirectX::FXMVECTOR vEyePt, _In_ DirectX::FXMVECTOR vLookatPt );
virtual void SetProjParams( _In_ float fFOV, _In_ float fAspect, _In_ float fNearPlane, _In_ float fFarPlane );
// Functions to change behavior
virtual void SetDragRect( _In_ const RECT& rc ) { m_rcDrag = rc; }
void SetInvertPitch( _In_ bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; }
void SetDrag( _In_ bool bMovementDrag, _In_ float fTotalDragTimeToZero = 0.25f )
{
m_bMovementDrag = bMovementDrag;
m_fTotalDragTimeToZero = fTotalDragTimeToZero;
}
void SetEnableYAxisMovement( _In_ bool bEnableYAxisMovement ) { m_bEnableYAxisMovement = bEnableYAxisMovement; }
void SetEnablePositionMovement( _In_ bool bEnablePositionMovement ) { m_bEnablePositionMovement = bEnablePositionMovement; }
void SetClipToBoundary( _In_ bool bClipToBoundary, _In_opt_ DirectX::XMFLOAT3* pvMinBoundary, _In_opt_ DirectX::XMFLOAT3* pvMaxBoundary )
{
m_bClipToBoundary = bClipToBoundary;
if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary;
if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary;
}
void SetScalers( _In_ float fRotationScaler = 0.01f, _In_ float fMoveScaler = 5.0f )
{
m_fRotationScaler = fRotationScaler;
m_fMoveScaler = fMoveScaler;
}
void SetNumberOfFramesToSmoothMouseData( _In_ int nFrames ) { if( nFrames > 0 ) m_fFramesToSmoothMouseData = ( float )nFrames; }
void SetResetCursorAfterMove( _In_ bool bResetCursorAfterMove ) { m_bResetCursorAfterMove = bResetCursorAfterMove; }
// Functions to get state
DirectX::XMMATRIX GetViewMatrix() const { return DirectX::XMLoadFloat4x4( &m_mView ); }
DirectX::XMMATRIX GetProjMatrix() const { return DirectX::XMLoadFloat4x4( &m_mProj ); }
DirectX::XMVECTOR GetEyePt() const { return DirectX::XMLoadFloat3( &m_vEye ); }
DirectX::XMVECTOR GetLookAtPt() const { return DirectX::XMLoadFloat3( &m_vLookAt ); }
float GetNearClip() const { return m_fNearPlane; }
float GetFarClip() const { return m_fFarPlane; }
bool IsBeingDragged() const { return ( m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown ); }
bool IsMouseLButtonDown() const { return m_bMouseLButtonDown; }
bool IsMouseMButtonDown() const { return m_bMouseMButtonDown; }
bool sMouseRButtonDown() const { return m_bMouseRButtonDown; }
protected:
// Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum
virtual D3DUtil_CameraKeys MapKey( _In_ UINT nKey );
bool IsKeyDown( _In_ BYTE key ) const { return( ( key & KEY_IS_DOWN_MASK ) == KEY_IS_DOWN_MASK ); }
bool WasKeyDown( _In_ BYTE key ) const { return( ( key & KEY_WAS_DOWN_MASK ) == KEY_WAS_DOWN_MASK ); }
DirectX::XMVECTOR ConstrainToBoundary( _In_ DirectX::FXMVECTOR v )
{
using namespace DirectX;
XMVECTOR vMin = XMLoadFloat3( &m_vMinBoundary );
XMVECTOR vMax = XMLoadFloat3( &m_vMaxBoundary );
// Constrain vector to a bounding box
return XMVectorClamp( v, vMin, vMax );
}
void UpdateMouseDelta();
void UpdateVelocity( _In_ float fElapsedTime );
void GetInput( _In_ bool bGetKeyboardInput, _In_ bool bGetMouseInput, _In_ bool bGetGamepadInput );
DirectX::XMFLOAT4X4 m_mView; // View matrix
DirectX::XMFLOAT4X4 m_mProj; // Projection matrix
DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state
DirectX::XMFLOAT3 m_vGamePadLeftThumb;
DirectX::XMFLOAT3 m_vGamePadRightThumb;
double m_GamePadLastActive[DXUT_MAX_CONTROLLERS];
int m_cKeysDown; // Number of camera keys that are down.
BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK
DirectX::XMFLOAT3 m_vKeyboardDirection; // Direction vector of keyboard input
POINT m_ptLastMousePosition; // Last absolute position of mouse cursor
int m_nCurrentButtonMask; // mask of which buttons are down
int m_nMouseWheelDelta; // Amount of middle wheel scroll (+/-)
DirectX::XMFLOAT2 m_vMouseDelta; // Mouse relative delta smoothed over a few frames
float m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over
DirectX::XMFLOAT3 m_vDefaultEye; // Default camera eye position
DirectX::XMFLOAT3 m_vDefaultLookAt; // Default LookAt position
DirectX::XMFLOAT3 m_vEye; // Camera eye position
DirectX::XMFLOAT3 m_vLookAt; // LookAt position
float m_fCameraYawAngle; // Yaw angle of camera
float m_fCameraPitchAngle; // Pitch angle of camera
RECT m_rcDrag; // Rectangle within which a drag can be initiated.
DirectX::XMFLOAT3 m_vVelocity; // Velocity of camera
DirectX::XMFLOAT3 m_vVelocityDrag; // Velocity drag force
float m_fDragTimer; // Countdown timer to apply drag
float m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0
DirectX::XMFLOAT2 m_vRotVelocity; // Velocity of camera
float m_fFOV; // Field of view
float m_fAspect; // Aspect ratio
float m_fNearPlane; // Near plane
float m_fFarPlane; // Far plane
float m_fRotationScaler; // Scaler for rotation
float m_fMoveScaler; // Scaler for movement
bool m_bMouseLButtonDown; // True if left button is down
bool m_bMouseMButtonDown; // True if middle button is down
bool m_bMouseRButtonDown; // True if right button is down
bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant
bool m_bInvertPitch; // Invert the pitch axis
bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model
bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis
bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary
bool m_bResetCursorAfterMove; // If true, the class will reset the cursor position so that the cursor always has space to move
DirectX::XMFLOAT3 m_vMinBoundary; // Min point in clip boundary
DirectX::XMFLOAT3 m_vMaxBoundary; // Max point in clip boundary
};
//--------------------------------------------------------------------------------------
// Simple first person camera class that moves and rotates.
// It allows yaw and pitch but not roll. It uses WM_KEYDOWN and
// GetCursorPos() to respond to keyboard and mouse input and updates the
// view matrix based on input.
//--------------------------------------------------------------------------------------
class CFirstPersonCamera : public CBaseCamera
{
public:
CFirstPersonCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual void FrameMove( _In_ float fElapsedTime ) override;
// Functions to change behavior
void SetRotateButtons( _In_ bool bLeft, _In_ bool bMiddle, _In_ bool bRight, _In_ bool bRotateWithoutButtonDown = false );
// Functions to get state
DirectX::XMMATRIX GetWorldMatrix() const { return DirectX::XMLoadFloat4x4( &m_mCameraWorld ); }
DirectX::XMVECTOR GetWorldRight() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._11 ) ); }
DirectX::XMVECTOR GetWorldUp() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._21 ) ); }
DirectX::XMVECTOR GetWorldAhead() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._31 ) ); }
DirectX::XMVECTOR GetEyePt() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._41 ) ); }
protected:
DirectX::XMFLOAT4X4 m_mCameraWorld; // World matrix of the camera (inverse of the view matrix)
int m_nActiveButtonMask; // Mask to determine which button to enable for rotation
bool m_bRotateWithoutButtonDown;
};
//--------------------------------------------------------------------------------------
// Simple model viewing camera class that rotates around the object.
//--------------------------------------------------------------------------------------
class CModelViewerCamera : public CBaseCamera
{
public:
CModelViewerCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual void FrameMove( _In_ float fElapsedTime ) override;
// Functions to change behavior
virtual void SetDragRect( _In_ const RECT& rc ) override;
virtual void Reset() override;
virtual void SetViewParams( _In_ DirectX::FXMVECTOR pvEyePt, _In_ DirectX::FXMVECTOR pvLookatPt ) override;
void SetButtonMasks( _In_ int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, _In_ int nZoomButtonMask = MOUSE_WHEEL,
_In_ int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON )
{
m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask;
m_nRotateCameraButtonMask = nRotateCameraButtonMask;
}
void SetAttachCameraToModel( _In_ bool bEnable = false ) { m_bAttachCameraToModel = bEnable; }
void SetWindow( _In_ int nWidth, _In_ int nHeight, _In_ float fArcballRadius=0.9f )
{
m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius );
m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius );
}
void SetRadius( _In_ float fDefaultRadius=5.0f, _In_ float fMinRadius=1.0f, _In_ float fMaxRadius=FLT_MAX )
{
m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius;
m_bDragSinceLastUpdate = true;
}
void SetModelCenter( _In_ const DirectX::XMFLOAT3& vModelCenter ) { m_vModelCenter = vModelCenter; }
void SetLimitPitch( _In_ bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; }
void SetViewQuat( _In_ DirectX::FXMVECTOR q )
{
m_ViewArcBall.SetQuatNow( q );
m_bDragSinceLastUpdate = true;
}
void SetWorldQuat( _In_ DirectX::FXMVECTOR q )
{
m_WorldArcBall.SetQuatNow( q );
m_bDragSinceLastUpdate = true;
}
// Functions to get state
DirectX::XMMATRIX GetWorldMatrix() const { return DirectX::XMLoadFloat4x4( &m_mWorld ); }
void SetWorldMatrix( _In_ DirectX::CXMMATRIX mWorld )
{
XMStoreFloat4x4( &m_mWorld, mWorld );
m_bDragSinceLastUpdate = true;
}
protected:
CD3DArcBall m_WorldArcBall;
CD3DArcBall m_ViewArcBall;
DirectX::XMFLOAT3 m_vModelCenter;
DirectX::XMFLOAT4X4 m_mModelLastRot; // Last arcball rotation matrix for model
DirectX::XMFLOAT4X4 m_mModelRot; // Rotation matrix of model
DirectX::XMFLOAT4X4 m_mWorld; // World matrix of model
int m_nRotateModelButtonMask;
int m_nZoomButtonMask;
int m_nRotateCameraButtonMask;
bool m_bAttachCameraToModel;
bool m_bLimitPitch;
bool m_bDragSinceLastUpdate; // True if mouse drag has happened since last time FrameMove is called.
float m_fRadius; // Distance from the camera to model
float m_fDefaultRadius; // Distance from the camera to model
float m_fMinRadius; // Min radius
float m_fMaxRadius; // Max radius
DirectX::XMFLOAT4X4 m_mCameraRotLast;
};
//--------------------------------------------------------------------------------------
// Manages the mesh, direction, mouse events of a directional arrow that
// rotates around a radius controlled by an arcball
//--------------------------------------------------------------------------------------
class CDXUTDirectionWidget
{
public:
CDXUTDirectionWidget();
LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
HRESULT OnRender( _In_ DirectX::FXMVECTOR color, _In_ DirectX::CXMMATRIX pmView, _In_ DirectX::CXMMATRIX pmProj, _In_ DirectX::FXMVECTOR vEyePt );
DirectX::XMVECTOR GetLightDirection() const { return DirectX::XMLoadFloat3( &m_vCurrentDir ); }
void SetLightDirection( _In_ DirectX::FXMVECTOR vDir )
{
DirectX::XMStoreFloat3( &m_vCurrentDir, vDir );
m_vDefaultDir = m_vCurrentDir;
}
void SetLightDirection( _In_ DirectX::XMFLOAT3 vDir )
{
m_vDefaultDir = m_vCurrentDir = vDir;
}
void SetButtonMask( _In_ int nRotate = MOUSE_RIGHT_BUTTON ) { m_nRotateMask = nRotate; }
float GetRadius() const { return m_fRadius; }
void SetRadius( _In_ float fRadius ) { m_fRadius = fRadius; }
bool IsBeingDragged() { return m_ArcBall.IsBeingDragged(); }
static HRESULT WINAPI StaticOnD3D11CreateDevice( _In_ ID3D11Device* pd3dDevice, _In_ ID3D11DeviceContext* pd3dImmediateContext );
static void WINAPI StaticOnD3D11DestroyDevice();
protected:
HRESULT UpdateLightDir();
// TODO - need support for Direct3D 11 widget
DirectX::XMFLOAT4X4 m_mRot;
DirectX::XMFLOAT4X4 m_mRotSnapshot;
float m_fRadius;
int m_nRotateMask;
CD3DArcBall m_ArcBall;
DirectX::XMFLOAT3 m_vDefaultDir;
DirectX::XMFLOAT3 m_vCurrentDir;
DirectX::XMFLOAT4X4 m_mView;
};
//--------------------------------------------------------------------------------------
// File: Camera.h
//
// Helper functions for Direct3D programming.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
class CD3DArcBall
{
public:
CD3DArcBall();
// Functions to change behavior
void Reset();
void SetTranslationRadius( _In_ float fRadiusTranslation )
{
m_fRadiusTranslation = fRadiusTranslation;
}
void SetWindow( _In_ INT nWidth, _In_ INT nHeight, _In_ float fRadius = 0.9f )
{
m_nWidth = nWidth;
m_nHeight = nHeight;
m_fRadius = fRadius;
m_vCenter.x = float(m_nWidth) / 2.0f;
m_vCenter.y = float(m_nHeight) / 2.0f;
}
void SetOffset( _In_ INT nX, _In_ INT nY ) { m_Offset.x = nX; m_Offset.y = nY; }
// Call these from client and use GetRotationMatrix() to read new rotation matrix
void OnBegin( _In_ int nX, _In_ int nY ); // start the rotation (pass current mouse position)
void OnMove( _In_ int nX, _In_ int nY ); // continue the rotation (pass current mouse position)
void OnEnd(); // end the rotation
// Or call this to automatically handle left, middle, right buttons
LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
// Functions to get/set state
DirectX::XMMATRIX GetRotationMatrix() const
{
using namespace DirectX;
XMVECTOR q = XMLoadFloat4( &m_qNow );
return DirectX::XMMatrixRotationQuaternion( q );
}
DirectX::XMMATRIX GetTranslationMatrix() const { return DirectX::XMLoadFloat4x4( &m_mTranslation ); }
DirectX::XMMATRIX GetTranslationDeltaMatrix() const { return DirectX::XMLoadFloat4x4( &m_mTranslationDelta ); }
bool IsBeingDragged() const { return m_bDrag; }
DirectX::XMVECTOR GetQuatNow() const { return DirectX::XMLoadFloat4( &m_qNow ); }
void SetQuatNow( _In_ DirectX::FXMVECTOR& q ) { DirectX::XMStoreFloat4( &m_qNow, q ); }
static DirectX::XMVECTOR QuatFromBallPoints( _In_ DirectX::FXMVECTOR vFrom, _In_ DirectX::FXMVECTOR vTo )
{
using namespace DirectX;
XMVECTOR dot = XMVector3Dot( vFrom, vTo );
XMVECTOR vPart = XMVector3Cross( vFrom, vTo );
return XMVectorSelect( dot, vPart, g_XMSelect1110 );
}
protected:
DirectX::XMFLOAT4X4 m_mRotation; // Matrix for arc ball's orientation
DirectX::XMFLOAT4X4 m_mTranslation; // Matrix for arc ball's position
DirectX::XMFLOAT4X4 m_mTranslationDelta;// Matrix for arc ball's position
POINT m_Offset; // window offset, or upper-left corner of window
INT m_nWidth; // arc ball's window width
INT m_nHeight; // arc ball's window height
DirectX::XMFLOAT2 m_vCenter; // center of arc ball
float m_fRadius; // arc ball's radius in screen coords
float m_fRadiusTranslation; // arc ball's radius for translating the target
DirectX::XMFLOAT4 m_qDown; // Quaternion before button down
DirectX::XMFLOAT4 m_qNow; // Composite quaternion for current drag
bool m_bDrag; // Whether user is dragging arc ball
POINT m_ptLastMouse; // position of last mouse point
DirectX::XMFLOAT3 m_vDownPt; // starting point of rotation arc
DirectX::XMFLOAT3 m_vCurrentPt; // current point of rotation arc
DirectX::XMVECTOR ScreenToVector( _In_ float fScreenPtX, _In_ float fScreenPtY )
{
// Scale to screen
float x = -( fScreenPtX - m_Offset.x - m_nWidth / 2 ) / ( m_fRadius * m_nWidth / 2 );
float y = ( fScreenPtY - m_Offset.y - m_nHeight / 2 ) / ( m_fRadius * m_nHeight / 2 );
float z = 0.0f;
float mag = x * x + y * y;
if( mag > 1.0f )
{
float scale = 1.0f / sqrtf( mag );
x *= scale;
y *= scale;
}
else
z = sqrtf( 1.0f - mag );
return DirectX::XMVectorSet( x, y, z, 0 );
}
};
//--------------------------------------------------------------------------------------
// used by CCamera to map WM_KEYDOWN keys
//--------------------------------------------------------------------------------------
enum D3DUtil_CameraKeys
{
CAM_STRAFE_LEFT = 0,
CAM_STRAFE_RIGHT,
CAM_MOVE_FORWARD,
CAM_MOVE_BACKWARD,
CAM_MOVE_UP,
CAM_MOVE_DOWN,
CAM_RESET,
CAM_CONTROLDOWN,
CAM_MAX_KEYS,
CAM_UNKNOWN = 0xFF
};
#define KEY_WAS_DOWN_MASK 0x80
#define KEY_IS_DOWN_MASK 0x01
#define MOUSE_LEFT_BUTTON 0x01
#define MOUSE_MIDDLE_BUTTON 0x02
#define MOUSE_RIGHT_BUTTON 0x04
#define MOUSE_WHEEL 0x08
//--------------------------------------------------------------------------------------
// Simple base camera class that moves and rotates. The base class
// records mouse and keyboard input for use by a derived class, and
// keeps common state.
//--------------------------------------------------------------------------------------
class CBaseCamera
{
public:
CBaseCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
virtual void FrameMove( _In_ float fElapsedTime ) = 0;
// Functions to change camera matrices
virtual void Reset();
virtual void SetViewParams( _In_ DirectX::FXMVECTOR vEyePt, _In_ DirectX::FXMVECTOR vLookatPt );
virtual void SetProjParams( _In_ float fFOV, _In_ float fAspect, _In_ float fNearPlane, _In_ float fFarPlane );
// Functions to change behavior
virtual void SetDragRect( _In_ const RECT& rc ) { m_rcDrag = rc; }
void SetInvertPitch( _In_ bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; }
void SetDrag( _In_ bool bMovementDrag, _In_ float fTotalDragTimeToZero = 0.25f )
{
m_bMovementDrag = bMovementDrag;
m_fTotalDragTimeToZero = fTotalDragTimeToZero;
}
void SetEnableYAxisMovement( _In_ bool bEnableYAxisMovement ) { m_bEnableYAxisMovement = bEnableYAxisMovement; }
void SetEnablePositionMovement( _In_ bool bEnablePositionMovement ) { m_bEnablePositionMovement = bEnablePositionMovement; }
void SetClipToBoundary( _In_ bool bClipToBoundary, _In_opt_ DirectX::XMFLOAT3* pvMinBoundary, _In_opt_ DirectX::XMFLOAT3* pvMaxBoundary )
{
m_bClipToBoundary = bClipToBoundary;
if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary;
if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary;
}
void SetScalers( _In_ float fRotationScaler = 0.01f, _In_ float fMoveScaler = 5.0f )
{
m_fRotationScaler = fRotationScaler;
m_fMoveScaler = fMoveScaler;
}
void SetNumberOfFramesToSmoothMouseData( _In_ int nFrames ) { if( nFrames > 0 ) m_fFramesToSmoothMouseData = ( float )nFrames; }
void SetResetCursorAfterMove( _In_ bool bResetCursorAfterMove ) { m_bResetCursorAfterMove = bResetCursorAfterMove; }
// Functions to get state
DirectX::XMMATRIX GetViewMatrix() const { return DirectX::XMLoadFloat4x4( &m_mView ); }
DirectX::XMMATRIX GetProjMatrix() const { return DirectX::XMLoadFloat4x4( &m_mProj ); }
DirectX::XMVECTOR GetEyePt() const { return DirectX::XMLoadFloat3( &m_vEye ); }
DirectX::XMVECTOR GetLookAtPt() const { return DirectX::XMLoadFloat3( &m_vLookAt ); }
float GetNearClip() const { return m_fNearPlane; }
float GetFarClip() const { return m_fFarPlane; }
bool IsBeingDragged() const { return ( m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown ); }
bool IsMouseLButtonDown() const { return m_bMouseLButtonDown; }
bool IsMouseMButtonDown() const { return m_bMouseMButtonDown; }
bool sMouseRButtonDown() const { return m_bMouseRButtonDown; }
protected:
// Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum
virtual D3DUtil_CameraKeys MapKey( _In_ UINT nKey );
bool IsKeyDown( _In_ BYTE key ) const { return( ( key & KEY_IS_DOWN_MASK ) == KEY_IS_DOWN_MASK ); }
bool WasKeyDown( _In_ BYTE key ) const { return( ( key & KEY_WAS_DOWN_MASK ) == KEY_WAS_DOWN_MASK ); }
DirectX::XMVECTOR ConstrainToBoundary( _In_ DirectX::FXMVECTOR v )
{
using namespace DirectX;
XMVECTOR vMin = XMLoadFloat3( &m_vMinBoundary );
XMVECTOR vMax = XMLoadFloat3( &m_vMaxBoundary );
// Constrain vector to a bounding box
return XMVectorClamp( v, vMin, vMax );
}
void UpdateMouseDelta();
void UpdateVelocity( _In_ float fElapsedTime );
void GetInput( _In_ bool bGetKeyboardInput, _In_ bool bGetMouseInput, _In_ bool bGetGamepadInput );
DirectX::XMFLOAT4X4 m_mView; // View matrix
DirectX::XMFLOAT4X4 m_mProj; // Projection matrix
DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state
DirectX::XMFLOAT3 m_vGamePadLeftThumb;
DirectX::XMFLOAT3 m_vGamePadRightThumb;
double m_GamePadLastActive[DXUT_MAX_CONTROLLERS];
int m_cKeysDown; // Number of camera keys that are down.
BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK
DirectX::XMFLOAT3 m_vKeyboardDirection; // Direction vector of keyboard input
POINT m_ptLastMousePosition; // Last absolute position of mouse cursor
int m_nCurrentButtonMask; // mask of which buttons are down
int m_nMouseWheelDelta; // Amount of middle wheel scroll (+/-)
DirectX::XMFLOAT2 m_vMouseDelta; // Mouse relative delta smoothed over a few frames
float m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over
DirectX::XMFLOAT3 m_vDefaultEye; // Default camera eye position
DirectX::XMFLOAT3 m_vDefaultLookAt; // Default LookAt position
DirectX::XMFLOAT3 m_vEye; // Camera eye position
DirectX::XMFLOAT3 m_vLookAt; // LookAt position
float m_fCameraYawAngle; // Yaw angle of camera
float m_fCameraPitchAngle; // Pitch angle of camera
RECT m_rcDrag; // Rectangle within which a drag can be initiated.
DirectX::XMFLOAT3 m_vVelocity; // Velocity of camera
DirectX::XMFLOAT3 m_vVelocityDrag; // Velocity drag force
float m_fDragTimer; // Countdown timer to apply drag
float m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0
DirectX::XMFLOAT2 m_vRotVelocity; // Velocity of camera
float m_fFOV; // Field of view
float m_fAspect; // Aspect ratio
float m_fNearPlane; // Near plane
float m_fFarPlane; // Far plane
float m_fRotationScaler; // Scaler for rotation
float m_fMoveScaler; // Scaler for movement
bool m_bMouseLButtonDown; // True if left button is down
bool m_bMouseMButtonDown; // True if middle button is down
bool m_bMouseRButtonDown; // True if right button is down
bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant
bool m_bInvertPitch; // Invert the pitch axis
bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model
bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis
bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary
bool m_bResetCursorAfterMove; // If true, the class will reset the cursor position so that the cursor always has space to move
DirectX::XMFLOAT3 m_vMinBoundary; // Min point in clip boundary
DirectX::XMFLOAT3 m_vMaxBoundary; // Max point in clip boundary
};
//--------------------------------------------------------------------------------------
// Simple first person camera class that moves and rotates.
// It allows yaw and pitch but not roll. It uses WM_KEYDOWN and
// GetCursorPos() to respond to keyboard and mouse input and updates the
// view matrix based on input.
//--------------------------------------------------------------------------------------
class CFirstPersonCamera : public CBaseCamera
{
public:
CFirstPersonCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual void FrameMove( _In_ float fElapsedTime ) override;
// Functions to change behavior
void SetRotateButtons( _In_ bool bLeft, _In_ bool bMiddle, _In_ bool bRight, _In_ bool bRotateWithoutButtonDown = false );
// Functions to get state
DirectX::XMMATRIX GetWorldMatrix() const { return DirectX::XMLoadFloat4x4( &m_mCameraWorld ); }
DirectX::XMVECTOR GetWorldRight() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._11 ) ); }
DirectX::XMVECTOR GetWorldUp() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._21 ) ); }
DirectX::XMVECTOR GetWorldAhead() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._31 ) ); }
DirectX::XMVECTOR GetEyePt() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._41 ) ); }
protected:
DirectX::XMFLOAT4X4 m_mCameraWorld; // World matrix of the camera (inverse of the view matrix)
int m_nActiveButtonMask; // Mask to determine which button to enable for rotation
bool m_bRotateWithoutButtonDown;
};
//--------------------------------------------------------------------------------------
// Simple model viewing camera class that rotates around the object.
//--------------------------------------------------------------------------------------
class CModelViewerCamera : public CBaseCamera
{
public:
CModelViewerCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual void FrameMove( _In_ float fElapsedTime ) override;
// Functions to change behavior
virtual void SetDragRect( _In_ const RECT& rc ) override;
virtual void Reset() override;
virtual void SetViewParams( _In_ DirectX::FXMVECTOR pvEyePt, _In_ DirectX::FXMVECTOR pvLookatPt ) override;
void SetButtonMasks( _In_ int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, _In_ int nZoomButtonMask = MOUSE_WHEEL,
_In_ int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON )
{
m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask;
m_nRotateCameraButtonMask = nRotateCameraButtonMask;
}
void SetAttachCameraToModel( _In_ bool bEnable = false ) { m_bAttachCameraToModel = bEnable; }
void SetWindow( _In_ int nWidth, _In_ int nHeight, _In_ float fArcballRadius=0.9f )
{
m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius );
m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius );
}
void SetRadius( _In_ float fDefaultRadius=5.0f, _In_ float fMinRadius=1.0f, _In_ float fMaxRadius=FLT_MAX )
{
m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius;
m_bDragSinceLastUpdate = true;
}
void SetModelCenter( _In_ const DirectX::XMFLOAT3& vModelCenter ) { m_vModelCenter = vModelCenter; }
void SetLimitPitch( _In_ bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; }
void SetViewQuat( _In_ DirectX::FXMVECTOR q )
{
m_ViewArcBall.SetQuatNow( q );
m_bDragSinceLastUpdate = true;
}
void SetWorldQuat( _In_ DirectX::FXMVECTOR q )
{
m_WorldArcBall.SetQuatNow( q );
m_bDragSinceLastUpdate = true;
}
// Functions to get state
DirectX::XMMATRIX GetWorldMatrix() const { return DirectX::XMLoadFloat4x4( &m_mWorld ); }
void SetWorldMatrix( _In_ DirectX::CXMMATRIX mWorld )
{
XMStoreFloat4x4( &m_mWorld, mWorld );
m_bDragSinceLastUpdate = true;
}
protected:
CD3DArcBall m_WorldArcBall;
CD3DArcBall m_ViewArcBall;
DirectX::XMFLOAT3 m_vModelCenter;
DirectX::XMFLOAT4X4 m_mModelLastRot; // Last arcball rotation matrix for model
DirectX::XMFLOAT4X4 m_mModelRot; // Rotation matrix of model
DirectX::XMFLOAT4X4 m_mWorld; // World matrix of model
int m_nRotateModelButtonMask;
int m_nZoomButtonMask;
int m_nRotateCameraButtonMask;
bool m_bAttachCameraToModel;
bool m_bLimitPitch;
bool m_bDragSinceLastUpdate; // True if mouse drag has happened since last time FrameMove is called.
float m_fRadius; // Distance from the camera to model
float m_fDefaultRadius; // Distance from the camera to model
float m_fMinRadius; // Min radius
float m_fMaxRadius; // Max radius
DirectX::XMFLOAT4X4 m_mCameraRotLast;
};
//--------------------------------------------------------------------------------------
// Manages the mesh, direction, mouse events of a directional arrow that
// rotates around a radius controlled by an arcball
//--------------------------------------------------------------------------------------
class CDXUTDirectionWidget
{
public:
CDXUTDirectionWidget();
LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
HRESULT OnRender( _In_ DirectX::FXMVECTOR color, _In_ DirectX::CXMMATRIX pmView, _In_ DirectX::CXMMATRIX pmProj, _In_ DirectX::FXMVECTOR vEyePt );
DirectX::XMVECTOR GetLightDirection() const { return DirectX::XMLoadFloat3( &m_vCurrentDir ); }
void SetLightDirection( _In_ DirectX::FXMVECTOR vDir )
{
DirectX::XMStoreFloat3( &m_vCurrentDir, vDir );
m_vDefaultDir = m_vCurrentDir;
}
void SetLightDirection( _In_ DirectX::XMFLOAT3 vDir )
{
m_vDefaultDir = m_vCurrentDir = vDir;
}
void SetButtonMask( _In_ int nRotate = MOUSE_RIGHT_BUTTON ) { m_nRotateMask = nRotate; }
float GetRadius() const { return m_fRadius; }
void SetRadius( _In_ float fRadius ) { m_fRadius = fRadius; }
bool IsBeingDragged() { return m_ArcBall.IsBeingDragged(); }
static HRESULT WINAPI StaticOnD3D11CreateDevice( _In_ ID3D11Device* pd3dDevice, _In_ ID3D11DeviceContext* pd3dImmediateContext );
static void WINAPI StaticOnD3D11DestroyDevice();
protected:
HRESULT UpdateLightDir();
// TODO - need support for Direct3D 11 widget
DirectX::XMFLOAT4X4 m_mRot;
DirectX::XMFLOAT4X4 m_mRotSnapshot;
float m_fRadius;
int m_nRotateMask;
CD3DArcBall m_ArcBall;
DirectX::XMFLOAT3 m_vDefaultDir;
DirectX::XMFLOAT3 m_vCurrentDir;
DirectX::XMFLOAT4X4 m_mView;
};

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@ -1,141 +1,141 @@
//--------------------------------------------------------------------------------------
// File: DXUTguiIME.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <usp10.h>
#include <dimm.h>
#include "ImeUi.h"
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CDXUTIMEEditBox;
//-----------------------------------------------------------------------------
// IME-enabled EditBox control
//-----------------------------------------------------------------------------
#define MAX_COMPSTRING_SIZE 256
class CDXUTIMEEditBox : public CDXUTEditBox
{
public:
static HRESULT CreateIMEEditBox( _In_ CDXUTDialog* pDialog, _In_ int ID, _In_z_ LPCWSTR strText, _In_ int x, _In_ int y, _In_ int width,
_In_ int height, _In_ bool bIsDefault=false, _Outptr_opt_ CDXUTIMEEditBox** ppCreated=nullptr );
CDXUTIMEEditBox( _In_opt_ CDXUTDialog* pDialog = nullptr );
virtual ~CDXUTIMEEditBox();
static void InitDefaultElements( _In_ CDXUTDialog* pDialog );
static void WINAPI Initialize( _In_ HWND hWnd );
static void WINAPI Uninitialize();
static HRESULT WINAPI StaticOnCreateDevice();
static bool WINAPI StaticMsgProc( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
static void WINAPI SetImeEnableFlag( _In_ bool bFlag );
virtual void Render( _In_ float fElapsedTime ) override;
virtual bool MsgProc( _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual bool HandleMouse( _In_ UINT uMsg, _In_ const POINT& pt, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual void UpdateRects() override;
virtual void OnFocusIn() override;
virtual void OnFocusOut() override;
void PumpMessage();
virtual void RenderCandidateReadingWindow( _In_ bool bReading );
virtual void RenderComposition();
virtual void RenderIndicator( _In_ float fElapsedTime );
protected:
static void WINAPI EnableImeSystem( _In_ bool bEnable );
static WORD WINAPI GetLanguage()
{
return ImeUi_GetLanguage();
}
static WORD WINAPI GetPrimaryLanguage()
{
return ImeUi_GetPrimaryLanguage();
}
static void WINAPI SendKey( _In_ BYTE nVirtKey );
static DWORD WINAPI GetImeId( _In_ UINT uIndex = 0 )
{
return ImeUi_GetImeId( uIndex );
};
static void WINAPI CheckInputLocale();
static void WINAPI CheckToggleState();
static void WINAPI SetupImeApi();
static void WINAPI ResetCompositionString();
static void SetupImeUiCallback();
protected:
enum
{
INDICATOR_NON_IME,
INDICATOR_CHS,
INDICATOR_CHT,
INDICATOR_KOREAN,
INDICATOR_JAPANESE
};
struct CCandList
{
CUniBuffer HoriCand; // Candidate list string (for horizontal candidate window)
int nFirstSelected; // First character position of the selected string in HoriCand
int nHoriSelectedLen; // Length of the selected string in HoriCand
RECT rcCandidate; // Candidate rectangle computed and filled each time before rendered
};
static POINT s_ptCompString; // Composition string position. Updated every frame.
static int s_nFirstTargetConv; // Index of the first target converted char in comp string. If none, -1.
static CUniBuffer s_CompString; // Buffer to hold the composition string (we fix its length)
static DWORD s_adwCompStringClause[MAX_COMPSTRING_SIZE];
static CCandList s_CandList; // Data relevant to the candidate list
static WCHAR s_wszReadingString[32];// Used only with horizontal reading window (why?)
static bool s_bImeFlag; // Is ime enabled
// Color of various IME elements
DWORD m_ReadingColor; // Reading string color
DWORD m_ReadingWinColor; // Reading window color
DWORD m_ReadingSelColor; // Selected character in reading string
DWORD m_ReadingSelBkColor; // Background color for selected char in reading str
DWORD m_CandidateColor; // Candidate string color
DWORD m_CandidateWinColor; // Candidate window color
DWORD m_CandidateSelColor; // Selected candidate string color
DWORD m_CandidateSelBkColor; // Selected candidate background color
DWORD m_CompColor; // Composition string color
DWORD m_CompWinColor; // Composition string window color
DWORD m_CompCaretColor; // Composition string caret color
DWORD m_CompTargetColor; // Composition string target converted color
DWORD m_CompTargetBkColor; // Composition string target converted background
DWORD m_CompTargetNonColor; // Composition string target non-converted color
DWORD m_CompTargetNonBkColor;// Composition string target non-converted background
DWORD m_IndicatorImeColor; // Indicator text color for IME
DWORD m_IndicatorEngColor; // Indicator text color for English
DWORD m_IndicatorBkColor; // Indicator text background color
// Edit-control-specific data
int m_nIndicatorWidth; // Width of the indicator symbol
RECT m_rcIndicator; // Rectangle for drawing the indicator button
#if defined(DEBUG) || defined(_DEBUG)
static bool m_bIMEStaticMsgProcCalled;
#endif
};
//--------------------------------------------------------------------------------------
// File: DXUTguiIME.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <usp10.h>
#include <dimm.h>
#include "ImeUi.h"
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CDXUTIMEEditBox;
//-----------------------------------------------------------------------------
// IME-enabled EditBox control
//-----------------------------------------------------------------------------
#define MAX_COMPSTRING_SIZE 256
class CDXUTIMEEditBox : public CDXUTEditBox
{
public:
static HRESULT CreateIMEEditBox( _In_ CDXUTDialog* pDialog, _In_ int ID, _In_z_ LPCWSTR strText, _In_ int x, _In_ int y, _In_ int width,
_In_ int height, _In_ bool bIsDefault=false, _Outptr_opt_ CDXUTIMEEditBox** ppCreated=nullptr );
CDXUTIMEEditBox( _In_opt_ CDXUTDialog* pDialog = nullptr );
virtual ~CDXUTIMEEditBox();
static void InitDefaultElements( _In_ CDXUTDialog* pDialog );
static void WINAPI Initialize( _In_ HWND hWnd );
static void WINAPI Uninitialize();
static HRESULT WINAPI StaticOnCreateDevice();
static bool WINAPI StaticMsgProc( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
static void WINAPI SetImeEnableFlag( _In_ bool bFlag );
virtual void Render( _In_ float fElapsedTime ) override;
virtual bool MsgProc( _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual bool HandleMouse( _In_ UINT uMsg, _In_ const POINT& pt, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual void UpdateRects() override;
virtual void OnFocusIn() override;
virtual void OnFocusOut() override;
void PumpMessage();
virtual void RenderCandidateReadingWindow( _In_ bool bReading );
virtual void RenderComposition();
virtual void RenderIndicator( _In_ float fElapsedTime );
protected:
static void WINAPI EnableImeSystem( _In_ bool bEnable );
static WORD WINAPI GetLanguage()
{
return ImeUi_GetLanguage();
}
static WORD WINAPI GetPrimaryLanguage()
{
return ImeUi_GetPrimaryLanguage();
}
static void WINAPI SendKey( _In_ BYTE nVirtKey );
static DWORD WINAPI GetImeId( _In_ UINT uIndex = 0 )
{
return ImeUi_GetImeId( uIndex );
};
static void WINAPI CheckInputLocale();
static void WINAPI CheckToggleState();
static void WINAPI SetupImeApi();
static void WINAPI ResetCompositionString();
static void SetupImeUiCallback();
protected:
enum
{
INDICATOR_NON_IME,
INDICATOR_CHS,
INDICATOR_CHT,
INDICATOR_KOREAN,
INDICATOR_JAPANESE
};
struct CCandList
{
CUniBuffer HoriCand; // Candidate list string (for horizontal candidate window)
int nFirstSelected; // First character position of the selected string in HoriCand
int nHoriSelectedLen; // Length of the selected string in HoriCand
RECT rcCandidate; // Candidate rectangle computed and filled each time before rendered
};
static POINT s_ptCompString; // Composition string position. Updated every frame.
static int s_nFirstTargetConv; // Index of the first target converted char in comp string. If none, -1.
static CUniBuffer s_CompString; // Buffer to hold the composition string (we fix its length)
static DWORD s_adwCompStringClause[MAX_COMPSTRING_SIZE];
static CCandList s_CandList; // Data relevant to the candidate list
static WCHAR s_wszReadingString[32];// Used only with horizontal reading window (why?)
static bool s_bImeFlag; // Is ime enabled
// Color of various IME elements
DWORD m_ReadingColor; // Reading string color
DWORD m_ReadingWinColor; // Reading window color
DWORD m_ReadingSelColor; // Selected character in reading string
DWORD m_ReadingSelBkColor; // Background color for selected char in reading str
DWORD m_CandidateColor; // Candidate string color
DWORD m_CandidateWinColor; // Candidate window color
DWORD m_CandidateSelColor; // Selected candidate string color
DWORD m_CandidateSelBkColor; // Selected candidate background color
DWORD m_CompColor; // Composition string color
DWORD m_CompWinColor; // Composition string window color
DWORD m_CompCaretColor; // Composition string caret color
DWORD m_CompTargetColor; // Composition string target converted color
DWORD m_CompTargetBkColor; // Composition string target converted background
DWORD m_CompTargetNonColor; // Composition string target non-converted color
DWORD m_CompTargetNonBkColor;// Composition string target non-converted background
DWORD m_IndicatorImeColor; // Indicator text color for IME
DWORD m_IndicatorEngColor; // Indicator text color for English
DWORD m_IndicatorBkColor; // Indicator text background color
// Edit-control-specific data
int m_nIndicatorWidth; // Width of the indicator symbol
RECT m_rcIndicator; // Rectangle for drawing the indicator button
#if defined(DEBUG) || defined(_DEBUG)
static bool m_bIMEStaticMsgProcCalled;
#endif
};

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@ -1,17 +1,17 @@
//----------------------------------------------------------------------------
// File: dxutres.h
//
// Functions to create DXUT media from arrays in memory
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//-----------------------------------------------------------------------------
#pragma once
HRESULT WINAPI DXUTCreateGUITextureFromInternalArray( _In_ ID3D11Device* pd3dDevice, _Outptr_ ID3D11Texture2D** ppTexture );
//----------------------------------------------------------------------------
// File: dxutres.h
//
// Functions to create DXUT media from arrays in memory
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//-----------------------------------------------------------------------------
#pragma once
HRESULT WINAPI DXUTCreateGUITextureFromInternalArray( _In_ ID3D11Device* pd3dDevice, _Outptr_ ID3D11Texture2D** ppTexture );

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@ -1,173 +1,173 @@
//--------------------------------------------------------------------------------------
// File: DXUTSettingsDlg.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
// Header Includes
//--------------------------------------------------------------------------------------
#include "DXUTgui.h"
//--------------------------------------------------------------------------------------
// Control IDs
//--------------------------------------------------------------------------------------
#define DXUTSETTINGSDLG_STATIC -1
#define DXUTSETTINGSDLG_OK 1
#define DXUTSETTINGSDLG_CANCEL 2
#define DXUTSETTINGSDLG_ADAPTER 3
#define DXUTSETTINGSDLG_DEVICE_TYPE 4
#define DXUTSETTINGSDLG_WINDOWED 5
#define DXUTSETTINGSDLG_FULLSCREEN 6
#define DXUTSETTINGSDLG_RESOLUTION_SHOW_ALL 26
#define DXUTSETTINGSDLG_D3D11_ADAPTER_OUTPUT 28
#define DXUTSETTINGSDLG_D3D11_ADAPTER_OUTPUT_LABEL 29
#define DXUTSETTINGSDLG_D3D11_RESOLUTION 30
#define DXUTSETTINGSDLG_D3D11_RESOLUTION_LABEL 31
#define DXUTSETTINGSDLG_D3D11_REFRESH_RATE 32
#define DXUTSETTINGSDLG_D3D11_REFRESH_RATE_LABEL 33
#define DXUTSETTINGSDLG_D3D11_BACK_BUFFER_FORMAT 34
#define DXUTSETTINGSDLG_D3D11_BACK_BUFFER_FORMAT_LABEL 35
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_COUNT 36
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_COUNT_LABEL 37
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_QUALITY 38
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_QUALITY_LABEL 39
#define DXUTSETTINGSDLG_D3D11_PRESENT_INTERVAL 40
#define DXUTSETTINGSDLG_D3D11_PRESENT_INTERVAL_LABEL 41
#define DXUTSETTINGSDLG_D3D11_DEBUG_DEVICE 42
#define DXUTSETTINGSDLG_D3D11_FEATURE_LEVEL 43
#define DXUTSETTINGSDLG_D3D11_FEATURE_LEVEL_LABEL 44
#define DXUTSETTINGSDLG_MODE_CHANGE_ACCEPT 58
#define DXUTSETTINGSDLG_MODE_CHANGE_REVERT 59
#define DXUTSETTINGSDLG_STATIC_MODE_CHANGE_TIMEOUT 60
#define DXUTSETTINGSDLG_WINDOWED_GROUP 0x0100
#ifdef USE_DIRECT3D11_3
#define TOTAL_FEATURE_LEVELS 9
#else
#define TOTAL_FEATURE_LEVELS 7
#endif
//--------------------------------------------------------------------------------------
// Dialog for selection of device settings
// Use DXUTGetD3DSettingsDialog() to access global instance
// To control the contents of the dialog, use the CD3D11Enumeration class.
//--------------------------------------------------------------------------------------
class CD3DSettingsDlg
{
public:
CD3DSettingsDlg();
~CD3DSettingsDlg();
void Init( _In_ CDXUTDialogResourceManager* pManager );
void Init( _In_ CDXUTDialogResourceManager* pManager, _In_z_ LPCWSTR szControlTextureFileName );
void Init( _In_ CDXUTDialogResourceManager* pManager, _In_z_ LPCWSTR pszControlTextureResourcename,
_In_ HMODULE hModule );
HRESULT Refresh();
void OnRender( _In_ float fElapsedTime );
HRESULT OnD3D11CreateDevice( _In_ ID3D11Device* pd3dDevice );
HRESULT OnD3D11ResizedSwapChain( _In_ ID3D11Device* pd3dDevice,
_In_ const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc );
void OnD3D11DestroyDevice();
CDXUTDialog* GetDialogControl() { return &m_Dialog; }
bool IsActive() const { return m_bActive; }
void SetActive( _In_ bool bActive )
{
m_bActive = bActive;
if( bActive ) Refresh();
}
LRESULT MsgProc( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
protected:
friend CD3DSettingsDlg* WINAPI DXUTGetD3DSettingsDialog();
void CreateControls();
void SetSelectedD3D11RefreshRate( _In_ DXGI_RATIONAL RefreshRate );
HRESULT UpdateD3D11Resolutions();
HRESULT UpdateD3D11RefreshRates();
void OnEvent( _In_ UINT nEvent, _In_ int nControlID, _In_ CDXUTControl* pControl );
static void WINAPI StaticOnEvent( _In_ UINT nEvent, _In_ int nControlID, _In_ CDXUTControl* pControl, _In_opt_ void* pUserData );
static void WINAPI StaticOnModeChangeTimer( _In_ UINT nIDEvent, _In_opt_ void* pUserContext );
CD3D11EnumAdapterInfo* GetCurrentD3D11AdapterInfo() const;
CD3D11EnumDeviceInfo* GetCurrentD3D11DeviceInfo() const;
CD3D11EnumOutputInfo* GetCurrentD3D11OutputInfo() const;
CD3D11EnumDeviceSettingsCombo* GetCurrentD3D11DeviceSettingsCombo() const;
void AddAdapter( _In_z_ const WCHAR* strDescription, _In_ UINT iAdapter );
UINT GetSelectedAdapter() const;
void SetWindowed( _In_ bool bWindowed );
bool IsWindowed() const;
// D3D11
void AddD3D11DeviceType( _In_ D3D_DRIVER_TYPE devType );
D3D_DRIVER_TYPE GetSelectedD3D11DeviceType() const;
void AddD3D11AdapterOutput( _In_z_ const WCHAR* strName, _In_ UINT nOutput );
UINT GetSelectedD3D11AdapterOutput() const;
void AddD3D11Resolution( _In_ DWORD dwWidth, _In_ DWORD dwHeight );
void GetSelectedD3D11Resolution( _Out_ DWORD* pdwWidth, _Out_ DWORD* pdwHeight ) const;
void AddD3D11FeatureLevel( _In_ D3D_FEATURE_LEVEL fl );
D3D_FEATURE_LEVEL GetSelectedFeatureLevel() const;
void AddD3D11RefreshRate( _In_ DXGI_RATIONAL RefreshRate );
DXGI_RATIONAL GetSelectedD3D11RefreshRate() const;
void AddD3D11BackBufferFormat( _In_ DXGI_FORMAT format );
DXGI_FORMAT GetSelectedD3D11BackBufferFormat() const;
void AddD3D11MultisampleCount( _In_ UINT count );
UINT GetSelectedD3D11MultisampleCount() const;
void AddD3D11MultisampleQuality( _In_ UINT Quality );
UINT GetSelectedD3D11MultisampleQuality() const;
DWORD GetSelectedD3D11PresentInterval() const;
bool GetSelectedDebugDeviceValue() const;
HRESULT OnD3D11ResolutionChanged ();
HRESULT OnFeatureLevelChanged();
HRESULT OnAdapterChanged();
HRESULT OnDeviceTypeChanged();
HRESULT OnWindowedFullScreenChanged();
HRESULT OnAdapterOutputChanged();
HRESULT OnRefreshRateChanged();
HRESULT OnBackBufferFormatChanged();
HRESULT OnMultisampleTypeChanged();
HRESULT OnMultisampleQualityChanged();
HRESULT OnPresentIntervalChanged();
HRESULT OnDebugDeviceChanged();
void UpdateModeChangeTimeoutText( _In_ int nSecRemaining );
CDXUTDialog* m_pActiveDialog;
CDXUTDialog m_Dialog;
CDXUTDialog m_RevertModeDialog;
int m_nRevertModeTimeout;
UINT m_nIDEvent;
bool m_bActive;
D3D_FEATURE_LEVEL m_Levels[TOTAL_FEATURE_LEVELS];
};
CD3DSettingsDlg* WINAPI DXUTGetD3DSettingsDialog();
//--------------------------------------------------------------------------------------
// File: DXUTSettingsDlg.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
// Header Includes
//--------------------------------------------------------------------------------------
#include "DXUTgui.h"
//--------------------------------------------------------------------------------------
// Control IDs
//--------------------------------------------------------------------------------------
#define DXUTSETTINGSDLG_STATIC -1
#define DXUTSETTINGSDLG_OK 1
#define DXUTSETTINGSDLG_CANCEL 2
#define DXUTSETTINGSDLG_ADAPTER 3
#define DXUTSETTINGSDLG_DEVICE_TYPE 4
#define DXUTSETTINGSDLG_WINDOWED 5
#define DXUTSETTINGSDLG_FULLSCREEN 6
#define DXUTSETTINGSDLG_RESOLUTION_SHOW_ALL 26
#define DXUTSETTINGSDLG_D3D11_ADAPTER_OUTPUT 28
#define DXUTSETTINGSDLG_D3D11_ADAPTER_OUTPUT_LABEL 29
#define DXUTSETTINGSDLG_D3D11_RESOLUTION 30
#define DXUTSETTINGSDLG_D3D11_RESOLUTION_LABEL 31
#define DXUTSETTINGSDLG_D3D11_REFRESH_RATE 32
#define DXUTSETTINGSDLG_D3D11_REFRESH_RATE_LABEL 33
#define DXUTSETTINGSDLG_D3D11_BACK_BUFFER_FORMAT 34
#define DXUTSETTINGSDLG_D3D11_BACK_BUFFER_FORMAT_LABEL 35
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_COUNT 36
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_COUNT_LABEL 37
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_QUALITY 38
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_QUALITY_LABEL 39
#define DXUTSETTINGSDLG_D3D11_PRESENT_INTERVAL 40
#define DXUTSETTINGSDLG_D3D11_PRESENT_INTERVAL_LABEL 41
#define DXUTSETTINGSDLG_D3D11_DEBUG_DEVICE 42
#define DXUTSETTINGSDLG_D3D11_FEATURE_LEVEL 43
#define DXUTSETTINGSDLG_D3D11_FEATURE_LEVEL_LABEL 44
#define DXUTSETTINGSDLG_MODE_CHANGE_ACCEPT 58
#define DXUTSETTINGSDLG_MODE_CHANGE_REVERT 59
#define DXUTSETTINGSDLG_STATIC_MODE_CHANGE_TIMEOUT 60
#define DXUTSETTINGSDLG_WINDOWED_GROUP 0x0100
#ifdef USE_DIRECT3D11_3
#define TOTAL_FEATURE_LEVELS 9
#else
#define TOTAL_FEATURE_LEVELS 7
#endif
//--------------------------------------------------------------------------------------
// Dialog for selection of device settings
// Use DXUTGetD3DSettingsDialog() to access global instance
// To control the contents of the dialog, use the CD3D11Enumeration class.
//--------------------------------------------------------------------------------------
class CD3DSettingsDlg
{
public:
CD3DSettingsDlg();
~CD3DSettingsDlg();
void Init( _In_ CDXUTDialogResourceManager* pManager );
void Init( _In_ CDXUTDialogResourceManager* pManager, _In_z_ LPCWSTR szControlTextureFileName );
void Init( _In_ CDXUTDialogResourceManager* pManager, _In_z_ LPCWSTR pszControlTextureResourcename,
_In_ HMODULE hModule );
HRESULT Refresh();
void OnRender( _In_ float fElapsedTime );
HRESULT OnD3D11CreateDevice( _In_ ID3D11Device* pd3dDevice );
HRESULT OnD3D11ResizedSwapChain( _In_ ID3D11Device* pd3dDevice,
_In_ const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc );
void OnD3D11DestroyDevice();
CDXUTDialog* GetDialogControl() { return &m_Dialog; }
bool IsActive() const { return m_bActive; }
void SetActive( _In_ bool bActive )
{
m_bActive = bActive;
if( bActive ) Refresh();
}
LRESULT MsgProc( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
protected:
friend CD3DSettingsDlg* WINAPI DXUTGetD3DSettingsDialog();
void CreateControls();
void SetSelectedD3D11RefreshRate( _In_ DXGI_RATIONAL RefreshRate );
HRESULT UpdateD3D11Resolutions();
HRESULT UpdateD3D11RefreshRates();
void OnEvent( _In_ UINT nEvent, _In_ int nControlID, _In_ CDXUTControl* pControl );
static void WINAPI StaticOnEvent( _In_ UINT nEvent, _In_ int nControlID, _In_ CDXUTControl* pControl, _In_opt_ void* pUserData );
static void WINAPI StaticOnModeChangeTimer( _In_ UINT nIDEvent, _In_opt_ void* pUserContext );
CD3D11EnumAdapterInfo* GetCurrentD3D11AdapterInfo() const;
CD3D11EnumDeviceInfo* GetCurrentD3D11DeviceInfo() const;
CD3D11EnumOutputInfo* GetCurrentD3D11OutputInfo() const;
CD3D11EnumDeviceSettingsCombo* GetCurrentD3D11DeviceSettingsCombo() const;
void AddAdapter( _In_z_ const WCHAR* strDescription, _In_ UINT iAdapter );
UINT GetSelectedAdapter() const;
void SetWindowed( _In_ bool bWindowed );
bool IsWindowed() const;
// D3D11
void AddD3D11DeviceType( _In_ D3D_DRIVER_TYPE devType );
D3D_DRIVER_TYPE GetSelectedD3D11DeviceType() const;
void AddD3D11AdapterOutput( _In_z_ const WCHAR* strName, _In_ UINT nOutput );
UINT GetSelectedD3D11AdapterOutput() const;
void AddD3D11Resolution( _In_ DWORD dwWidth, _In_ DWORD dwHeight );
void GetSelectedD3D11Resolution( _Out_ DWORD* pdwWidth, _Out_ DWORD* pdwHeight ) const;
void AddD3D11FeatureLevel( _In_ D3D_FEATURE_LEVEL fl );
D3D_FEATURE_LEVEL GetSelectedFeatureLevel() const;
void AddD3D11RefreshRate( _In_ DXGI_RATIONAL RefreshRate );
DXGI_RATIONAL GetSelectedD3D11RefreshRate() const;
void AddD3D11BackBufferFormat( _In_ DXGI_FORMAT format );
DXGI_FORMAT GetSelectedD3D11BackBufferFormat() const;
void AddD3D11MultisampleCount( _In_ UINT count );
UINT GetSelectedD3D11MultisampleCount() const;
void AddD3D11MultisampleQuality( _In_ UINT Quality );
UINT GetSelectedD3D11MultisampleQuality() const;
DWORD GetSelectedD3D11PresentInterval() const;
bool GetSelectedDebugDeviceValue() const;
HRESULT OnD3D11ResolutionChanged ();
HRESULT OnFeatureLevelChanged();
HRESULT OnAdapterChanged();
HRESULT OnDeviceTypeChanged();
HRESULT OnWindowedFullScreenChanged();
HRESULT OnAdapterOutputChanged();
HRESULT OnRefreshRateChanged();
HRESULT OnBackBufferFormatChanged();
HRESULT OnMultisampleTypeChanged();
HRESULT OnMultisampleQualityChanged();
HRESULT OnPresentIntervalChanged();
HRESULT OnDebugDeviceChanged();
void UpdateModeChangeTimeoutText( _In_ int nSecRemaining );
CDXUTDialog* m_pActiveDialog;
CDXUTDialog m_Dialog;
CDXUTDialog m_RevertModeDialog;
int m_nRevertModeTimeout;
UINT m_nIDEvent;
bool m_bActive;
D3D_FEATURE_LEVEL m_Levels[TOTAL_FEATURE_LEVELS];
};
CD3DSettingsDlg* WINAPI DXUTGetD3DSettingsDialog();

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@ -1,126 +1,126 @@
//--------------------------------------------------------------------------------------
// File: ImeUi.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <windows.h>
class CImeUiFont_Base
{
public:
virtual void SetHeight( _In_ UINT uHeight )
{
UNREFERENCED_PARAMETER(uHeight);
}; // for backward compatibility
virtual void SetColor( _In_ DWORD color ) = 0;
virtual void SetPosition( _In_ int x, _In_ int y ) = 0;
virtual void GetTextExtent( _In_z_ LPCTSTR szText, _Out_ DWORD* puWidth, _Out_ DWORD* puHeight ) = 0;
virtual void DrawText( _In_z_ LPCTSTR pszText ) = 0;
};
typedef struct
{
// symbol (Henkan-kyu)
DWORD symbolColor;
DWORD symbolColorOff;
DWORD symbolColorText;
BYTE symbolHeight;
BYTE symbolTranslucence;
BYTE symbolPlacement;
CImeUiFont_Base* symbolFont;
// candidate list
DWORD candColorBase;
DWORD candColorBorder;
DWORD candColorText;
// composition string
DWORD compColorInput;
DWORD compColorTargetConv;
DWORD compColorConverted;
DWORD compColorTargetNotConv;
DWORD compColorInputErr;
BYTE compTranslucence;
DWORD compColorText;
// caret
BYTE caretWidth;
BYTE caretYMargin;
} IMEUI_APPEARANCE;
typedef struct // D3DTLVERTEX compatible
{
float sx;
float sy;
float sz;
float rhw;
DWORD color;
DWORD specular;
float tu;
float tv;
} IMEUI_VERTEX;
// IME States
#define IMEUI_STATE_OFF 0
#define IMEUI_STATE_ON 1
#define IMEUI_STATE_ENGLISH 2
// IME const
#define MAX_CANDLIST 10
// IME Flags
#define IMEUI_FLAG_SUPPORT_CARET 0x00000001
bool ImeUi_Initialize( _In_ HWND hwnd, _In_ bool bDisable = false );
void ImeUi_Uninitialize();
void ImeUi_SetAppearance( _In_opt_ const IMEUI_APPEARANCE* pia );
void ImeUi_GetAppearance( _Out_opt_ IMEUI_APPEARANCE* pia );
bool ImeUi_IgnoreHotKey( _In_ const MSG* pmsg );
LPARAM ImeUi_ProcessMessage( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _Inout_ LPARAM& lParam, _Out_ bool* trapped );
void ImeUi_SetScreenDimension( _In_ UINT width, _In_ UINT height );
void ImeUi_RenderUI( _In_ bool bDrawCompAttr = true, _In_ bool bDrawOtherUi = true );
void ImeUi_SetCaretPosition( _In_ UINT x, _In_ UINT y );
void ImeUi_SetCompStringAppearance( _In_ CImeUiFont_Base* pFont, _In_ DWORD color, _In_ const RECT* prc );
bool ImeUi_GetCaretStatus();
void ImeUi_SetInsertMode( _In_ bool bInsert );
void ImeUi_SetState( _In_ DWORD dwState );
DWORD ImeUi_GetState();
void ImeUi_EnableIme( _In_ bool bEnable );
bool ImeUi_IsEnabled();
void ImeUi_FinalizeString( _In_ bool bSend = false );
void ImeUi_ToggleLanguageBar( _In_ BOOL bRestore );
bool ImeUi_IsSendingKeyMessage();
void ImeUi_SetWindow( _In_ HWND hwnd );
UINT ImeUi_GetInputCodePage();
DWORD ImeUi_GetFlags();
void ImeUi_SetFlags( _In_ DWORD dwFlags, _In_ bool bSet );
WORD ImeUi_GetPrimaryLanguage();
DWORD ImeUi_GetImeId( _In_ UINT uIndex );
WORD ImeUi_GetLanguage();
LPTSTR ImeUi_GetIndicatior();
bool ImeUi_IsShowReadingWindow();
bool ImeUi_IsShowCandListWindow();
bool ImeUi_IsVerticalCand();
bool ImeUi_IsHorizontalReading();
TCHAR* ImeUi_GetCandidate( _In_ UINT idx );
TCHAR* ImeUi_GetCompositionString();
DWORD ImeUi_GetCandidateSelection();
DWORD ImeUi_GetCandidateCount();
BYTE* ImeUi_GetCompStringAttr();
DWORD ImeUi_GetImeCursorChars();
extern void ( CALLBACK*ImeUiCallback_DrawRect )( _In_ int x1, _In_ int y1, _In_ int x2, _In_ int y2, _In_ DWORD color );
extern void* ( __cdecl*ImeUiCallback_Malloc )( _In_ size_t bytes );
extern void ( __cdecl*ImeUiCallback_Free )( _In_ void* ptr );
extern void ( CALLBACK*ImeUiCallback_DrawFans )( _In_ const IMEUI_VERTEX* paVertex, _In_ UINT uNum );
extern void ( CALLBACK*ImeUiCallback_OnChar )( _In_ WCHAR wc );
//--------------------------------------------------------------------------------------
// File: ImeUi.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <windows.h>
class CImeUiFont_Base
{
public:
virtual void SetHeight( _In_ UINT uHeight )
{
UNREFERENCED_PARAMETER(uHeight);
}; // for backward compatibility
virtual void SetColor( _In_ DWORD color ) = 0;
virtual void SetPosition( _In_ int x, _In_ int y ) = 0;
virtual void GetTextExtent( _In_z_ LPCTSTR szText, _Out_ DWORD* puWidth, _Out_ DWORD* puHeight ) = 0;
virtual void DrawText( _In_z_ LPCTSTR pszText ) = 0;
};
typedef struct
{
// symbol (Henkan-kyu)
DWORD symbolColor;
DWORD symbolColorOff;
DWORD symbolColorText;
BYTE symbolHeight;
BYTE symbolTranslucence;
BYTE symbolPlacement;
CImeUiFont_Base* symbolFont;
// candidate list
DWORD candColorBase;
DWORD candColorBorder;
DWORD candColorText;
// composition string
DWORD compColorInput;
DWORD compColorTargetConv;
DWORD compColorConverted;
DWORD compColorTargetNotConv;
DWORD compColorInputErr;
BYTE compTranslucence;
DWORD compColorText;
// caret
BYTE caretWidth;
BYTE caretYMargin;
} IMEUI_APPEARANCE;
typedef struct // D3DTLVERTEX compatible
{
float sx;
float sy;
float sz;
float rhw;
DWORD color;
DWORD specular;
float tu;
float tv;
} IMEUI_VERTEX;
// IME States
#define IMEUI_STATE_OFF 0
#define IMEUI_STATE_ON 1
#define IMEUI_STATE_ENGLISH 2
// IME const
#define MAX_CANDLIST 10
// IME Flags
#define IMEUI_FLAG_SUPPORT_CARET 0x00000001
bool ImeUi_Initialize( _In_ HWND hwnd, _In_ bool bDisable = false );
void ImeUi_Uninitialize();
void ImeUi_SetAppearance( _In_opt_ const IMEUI_APPEARANCE* pia );
void ImeUi_GetAppearance( _Out_opt_ IMEUI_APPEARANCE* pia );
bool ImeUi_IgnoreHotKey( _In_ const MSG* pmsg );
LPARAM ImeUi_ProcessMessage( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _Inout_ LPARAM& lParam, _Out_ bool* trapped );
void ImeUi_SetScreenDimension( _In_ UINT width, _In_ UINT height );
void ImeUi_RenderUI( _In_ bool bDrawCompAttr = true, _In_ bool bDrawOtherUi = true );
void ImeUi_SetCaretPosition( _In_ UINT x, _In_ UINT y );
void ImeUi_SetCompStringAppearance( _In_ CImeUiFont_Base* pFont, _In_ DWORD color, _In_ const RECT* prc );
bool ImeUi_GetCaretStatus();
void ImeUi_SetInsertMode( _In_ bool bInsert );
void ImeUi_SetState( _In_ DWORD dwState );
DWORD ImeUi_GetState();
void ImeUi_EnableIme( _In_ bool bEnable );
bool ImeUi_IsEnabled();
void ImeUi_FinalizeString( _In_ bool bSend = false );
void ImeUi_ToggleLanguageBar( _In_ BOOL bRestore );
bool ImeUi_IsSendingKeyMessage();
void ImeUi_SetWindow( _In_ HWND hwnd );
UINT ImeUi_GetInputCodePage();
DWORD ImeUi_GetFlags();
void ImeUi_SetFlags( _In_ DWORD dwFlags, _In_ bool bSet );
WORD ImeUi_GetPrimaryLanguage();
DWORD ImeUi_GetImeId( _In_ UINT uIndex );
WORD ImeUi_GetLanguage();
LPTSTR ImeUi_GetIndicatior();
bool ImeUi_IsShowReadingWindow();
bool ImeUi_IsShowCandListWindow();
bool ImeUi_IsVerticalCand();
bool ImeUi_IsHorizontalReading();
TCHAR* ImeUi_GetCandidate( _In_ UINT idx );
TCHAR* ImeUi_GetCompositionString();
DWORD ImeUi_GetCandidateSelection();
DWORD ImeUi_GetCandidateCount();
BYTE* ImeUi_GetCompStringAttr();
DWORD ImeUi_GetImeCursorChars();
extern void ( CALLBACK*ImeUiCallback_DrawRect )( _In_ int x1, _In_ int y1, _In_ int x2, _In_ int y2, _In_ DWORD color );
extern void* ( __cdecl*ImeUiCallback_Malloc )( _In_ size_t bytes );
extern void ( __cdecl*ImeUiCallback_Free )( _In_ void* ptr );
extern void ( CALLBACK*ImeUiCallback_DrawFans )( _In_ const IMEUI_VERTEX* paVertex, _In_ UINT uNum );
extern void ( CALLBACK*ImeUiCallback_OnChar )( _In_ WCHAR wc );

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@ -1,460 +1,460 @@
//--------------------------------------------------------------------------------------
// File: SDKMesh.h
//
// Disclaimer:
// The SDK Mesh format (.sdkmesh) is not a recommended file format for shipping titles.
// It was designed to meet the specific needs of the SDK samples. Any real-world
// applications should avoid this file format in favor of a destination format that
// meets the specific needs of the application.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#undef D3DCOLOR_ARGB
#include <d3d9.h>
//--------------------------------------------------------------------------------------
// Hard Defines for the various structures
//--------------------------------------------------------------------------------------
#define SDKMESH_FILE_VERSION 101
#define MAX_VERTEX_ELEMENTS 32
#define MAX_VERTEX_STREAMS 16
#define MAX_FRAME_NAME 100
#define MAX_MESH_NAME 100
#define MAX_SUBSET_NAME 100
#define MAX_MATERIAL_NAME 100
#define MAX_TEXTURE_NAME MAX_PATH
#define MAX_MATERIAL_PATH MAX_PATH
#define INVALID_FRAME ((UINT)-1)
#define INVALID_MESH ((UINT)-1)
#define INVALID_MATERIAL ((UINT)-1)
#define INVALID_SUBSET ((UINT)-1)
#define INVALID_ANIMATION_DATA ((UINT)-1)
#define INVALID_SAMPLER_SLOT ((UINT)-1)
#define ERROR_RESOURCE_VALUE 1
template<typename TYPE> BOOL IsErrorResource( TYPE data )
{
if( ( TYPE )ERROR_RESOURCE_VALUE == data )
return TRUE;
return FALSE;
}
//--------------------------------------------------------------------------------------
// Enumerated Types.
//--------------------------------------------------------------------------------------
enum SDKMESH_PRIMITIVE_TYPE
{
PT_TRIANGLE_LIST = 0,
PT_TRIANGLE_STRIP,
PT_LINE_LIST,
PT_LINE_STRIP,
PT_POINT_LIST,
PT_TRIANGLE_LIST_ADJ,
PT_TRIANGLE_STRIP_ADJ,
PT_LINE_LIST_ADJ,
PT_LINE_STRIP_ADJ,
PT_QUAD_PATCH_LIST,
PT_TRIANGLE_PATCH_LIST,
};
enum SDKMESH_INDEX_TYPE
{
IT_16BIT = 0,
IT_32BIT,
};
enum FRAME_TRANSFORM_TYPE
{
FTT_RELATIVE = 0,
FTT_ABSOLUTE, //This is not currently used but is here to support absolute transformations in the future
};
//--------------------------------------------------------------------------------------
// Structures. Unions with pointers are forced to 64bit.
//--------------------------------------------------------------------------------------
#pragma pack(push,8)
struct SDKMESH_HEADER
{
//Basic Info and sizes
UINT Version;
BYTE IsBigEndian;
UINT64 HeaderSize;
UINT64 NonBufferDataSize;
UINT64 BufferDataSize;
//Stats
UINT NumVertexBuffers;
UINT NumIndexBuffers;
UINT NumMeshes;
UINT NumTotalSubsets;
UINT NumFrames;
UINT NumMaterials;
//Offsets to Data
UINT64 VertexStreamHeadersOffset;
UINT64 IndexStreamHeadersOffset;
UINT64 MeshDataOffset;
UINT64 SubsetDataOffset;
UINT64 FrameDataOffset;
UINT64 MaterialDataOffset;
};
struct SDKMESH_VERTEX_BUFFER_HEADER
{
UINT64 NumVertices;
UINT64 SizeBytes;
UINT64 StrideBytes;
D3DVERTEXELEMENT9 Decl[MAX_VERTEX_ELEMENTS];
union
{
UINT64 DataOffset; //(This also forces the union to 64bits)
ID3D11Buffer* pVB11;
};
};
struct SDKMESH_INDEX_BUFFER_HEADER
{
UINT64 NumIndices;
UINT64 SizeBytes;
UINT IndexType;
union
{
UINT64 DataOffset; //(This also forces the union to 64bits)
ID3D11Buffer* pIB11;
};
};
struct SDKMESH_MESH
{
char Name[MAX_MESH_NAME];
BYTE NumVertexBuffers;
UINT VertexBuffers[MAX_VERTEX_STREAMS];
UINT IndexBuffer;
UINT NumSubsets;
UINT NumFrameInfluences; //aka bones
DirectX::XMFLOAT3 BoundingBoxCenter;
DirectX::XMFLOAT3 BoundingBoxExtents;
union
{
UINT64 SubsetOffset; //Offset to list of subsets (This also forces the union to 64bits)
UINT* pSubsets; //Pointer to list of subsets
};
union
{
UINT64 FrameInfluenceOffset; //Offset to list of frame influences (This also forces the union to 64bits)
UINT* pFrameInfluences; //Pointer to list of frame influences
};
};
struct SDKMESH_SUBSET
{
char Name[MAX_SUBSET_NAME];
UINT MaterialID;
UINT PrimitiveType;
UINT64 IndexStart;
UINT64 IndexCount;
UINT64 VertexStart;
UINT64 VertexCount;
};
struct SDKMESH_FRAME
{
char Name[MAX_FRAME_NAME];
UINT Mesh;
UINT ParentFrame;
UINT ChildFrame;
UINT SiblingFrame;
DirectX::XMFLOAT4X4 Matrix;
UINT AnimationDataIndex; //Used to index which set of keyframes transforms this frame
};
struct SDKMESH_MATERIAL
{
char Name[MAX_MATERIAL_NAME];
// Use MaterialInstancePath
char MaterialInstancePath[MAX_MATERIAL_PATH];
// Or fall back to d3d8-type materials
char DiffuseTexture[MAX_TEXTURE_NAME];
char NormalTexture[MAX_TEXTURE_NAME];
char SpecularTexture[MAX_TEXTURE_NAME];
DirectX::XMFLOAT4 Diffuse;
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 Specular;
DirectX::XMFLOAT4 Emissive;
float Power;
union
{
UINT64 Force64_1; //Force the union to 64bits
ID3D11Texture2D* pDiffuseTexture11;
};
union
{
UINT64 Force64_2; //Force the union to 64bits
ID3D11Texture2D* pNormalTexture11;
};
union
{
UINT64 Force64_3; //Force the union to 64bits
ID3D11Texture2D* pSpecularTexture11;
};
union
{
UINT64 Force64_4; //Force the union to 64bits
ID3D11ShaderResourceView* pDiffuseRV11;
};
union
{
UINT64 Force64_5; //Force the union to 64bits
ID3D11ShaderResourceView* pNormalRV11;
};
union
{
UINT64 Force64_6; //Force the union to 64bits
ID3D11ShaderResourceView* pSpecularRV11;
};
};
struct SDKANIMATION_FILE_HEADER
{
UINT Version;
BYTE IsBigEndian;
UINT FrameTransformType;
UINT NumFrames;
UINT NumAnimationKeys;
UINT AnimationFPS;
UINT64 AnimationDataSize;
UINT64 AnimationDataOffset;
};
struct SDKANIMATION_DATA
{
DirectX::XMFLOAT3 Translation;
DirectX::XMFLOAT4 Orientation;
DirectX::XMFLOAT3 Scaling;
};
struct SDKANIMATION_FRAME_DATA
{
char FrameName[MAX_FRAME_NAME];
union
{
UINT64 DataOffset;
SDKANIMATION_DATA* pAnimationData;
};
};
#pragma pack(pop)
static_assert( sizeof(D3DVERTEXELEMENT9) == 8, "Direct3D9 Decl structure size incorrect" );
static_assert( sizeof(SDKMESH_HEADER)== 104, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_VERTEX_BUFFER_HEADER) == 288, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_INDEX_BUFFER_HEADER) == 32, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_MESH) == 224, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_SUBSET) == 144, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_FRAME) == 184, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_MATERIAL) == 1256, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_FILE_HEADER) == 40, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_DATA) == 40, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_FRAME_DATA) == 112, "SDK Mesh structure size incorrect" );
#ifndef _CONVERTER_APP_
//--------------------------------------------------------------------------------------
// AsyncLoading callbacks
//--------------------------------------------------------------------------------------
typedef void ( CALLBACK*LPCREATETEXTUREFROMFILE11 )( _In_ ID3D11Device* pDev, _In_z_ char* szFileName,
_Outptr_ ID3D11ShaderResourceView** ppRV, _In_opt_ void* pContext );
typedef void ( CALLBACK*LPCREATEVERTEXBUFFER11 )( _In_ ID3D11Device* pDev, _Outptr_ ID3D11Buffer** ppBuffer,
_In_ D3D11_BUFFER_DESC BufferDesc, _In_ void* pData, _In_opt_ void* pContext );
typedef void ( CALLBACK*LPCREATEINDEXBUFFER11 )( _In_ ID3D11Device* pDev, _Outptr_ ID3D11Buffer** ppBuffer,
_In_ D3D11_BUFFER_DESC BufferDesc, _In_ void* pData, _In_opt_ void* pContext );
struct SDKMESH_CALLBACKS11
{
LPCREATETEXTUREFROMFILE11 pCreateTextureFromFile;
LPCREATEVERTEXBUFFER11 pCreateVertexBuffer;
LPCREATEINDEXBUFFER11 pCreateIndexBuffer;
void* pContext;
};
//--------------------------------------------------------------------------------------
// CDXUTSDKMesh class. This class reads the sdkmesh file format for use by the samples
//--------------------------------------------------------------------------------------
class CDXUTSDKMesh
{
private:
UINT m_NumOutstandingResources;
bool m_bLoading;
//BYTE* m_pBufferData;
HANDLE m_hFile;
HANDLE m_hFileMappingObject;
std::vector<BYTE*> m_MappedPointers;
ID3D11Device* m_pDev11;
ID3D11DeviceContext* m_pDevContext11;
protected:
//These are the pointers to the two chunks of data loaded in from the mesh file
BYTE* m_pStaticMeshData;
BYTE* m_pHeapData;
BYTE* m_pAnimationData;
BYTE** m_ppVertices;
BYTE** m_ppIndices;
//Keep track of the path
WCHAR m_strPathW[MAX_PATH];
char m_strPath[MAX_PATH];
//General mesh info
SDKMESH_HEADER* m_pMeshHeader;
SDKMESH_VERTEX_BUFFER_HEADER* m_pVertexBufferArray;
SDKMESH_INDEX_BUFFER_HEADER* m_pIndexBufferArray;
SDKMESH_MESH* m_pMeshArray;
SDKMESH_SUBSET* m_pSubsetArray;
SDKMESH_FRAME* m_pFrameArray;
SDKMESH_MATERIAL* m_pMaterialArray;
// Adjacency information (not part of the m_pStaticMeshData, so it must be created and destroyed separately )
SDKMESH_INDEX_BUFFER_HEADER* m_pAdjacencyIndexBufferArray;
//Animation
SDKANIMATION_FILE_HEADER* m_pAnimationHeader;
SDKANIMATION_FRAME_DATA* m_pAnimationFrameData;
DirectX::XMFLOAT4X4* m_pBindPoseFrameMatrices;
DirectX::XMFLOAT4X4* m_pTransformedFrameMatrices;
DirectX::XMFLOAT4X4* m_pWorldPoseFrameMatrices;
protected:
void LoadMaterials( _In_ ID3D11Device* pd3dDevice, _In_reads_(NumMaterials) SDKMESH_MATERIAL* pMaterials,
_In_ UINT NumMaterials, _In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
HRESULT CreateVertexBuffer( _In_ ID3D11Device* pd3dDevice,
_In_ SDKMESH_VERTEX_BUFFER_HEADER* pHeader, _In_reads_(pHeader->SizeBytes) void* pVertices,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
HRESULT CreateIndexBuffer( _In_ ID3D11Device* pd3dDevice,
_In_ SDKMESH_INDEX_BUFFER_HEADER* pHeader, _In_reads_(pHeader->SizeBytes) void* pIndices,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT CreateFromFile( _In_opt_ ID3D11Device* pDev11,
_In_z_ LPCWSTR szFileName,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks11 = nullptr );
virtual HRESULT CreateFromMemory( _In_opt_ ID3D11Device* pDev11,
_In_reads_(DataBytes) BYTE* pData,
_In_ size_t DataBytes,
_In_ bool bCopyStatic,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks11 = nullptr );
//frame manipulation
void TransformBindPoseFrame( _In_ UINT iFrame, _In_ DirectX::CXMMATRIX parentWorld );
void TransformFrame( _In_ UINT iFrame, _In_ DirectX::CXMMATRIX parentWorld, _In_ double fTime );
void TransformFrameAbsolute( _In_ UINT iFrame, _In_ double fTime );
//Direct3D 11 rendering helpers
void RenderMesh( _In_ UINT iMesh,
_In_ bool bAdjacent,
_In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot,
_In_ UINT iNormalSlot,
_In_ UINT iSpecularSlot );
void RenderFrame( _In_ UINT iFrame,
_In_ bool bAdjacent,
_In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot,
_In_ UINT iNormalSlot,
_In_ UINT iSpecularSlot );
public:
CDXUTSDKMesh();
virtual ~CDXUTSDKMesh();
virtual HRESULT Create( _In_ ID3D11Device* pDev11, _In_z_ LPCWSTR szFileName, _In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT Create( _In_ ID3D11Device* pDev11, BYTE* pData, size_t DataBytes, _In_ bool bCopyStatic=false,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT LoadAnimation( _In_z_ const WCHAR* szFileName );
virtual void Destroy();
//Frame manipulation
void TransformBindPose( _In_ DirectX::CXMMATRIX world ) { TransformBindPoseFrame( 0, world ); };
void TransformMesh( _In_ DirectX::CXMMATRIX world, _In_ double fTime );
//Direct3D 11 Rendering
virtual void Render( _In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iNormalSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iSpecularSlot = INVALID_SAMPLER_SLOT );
virtual void RenderAdjacent( _In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iNormalSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iSpecularSlot = INVALID_SAMPLER_SLOT );
//Helpers (D3D11 specific)
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveType11( _In_ SDKMESH_PRIMITIVE_TYPE PrimType );
DXGI_FORMAT GetIBFormat11( _In_ UINT iMesh ) const;
ID3D11Buffer* GetVB11( _In_ UINT iMesh, _In_ UINT iVB ) const;
ID3D11Buffer* GetIB11( _In_ UINT iMesh ) const;
SDKMESH_INDEX_TYPE GetIndexType( _In_ UINT iMesh ) const;
ID3D11Buffer* GetAdjIB11( _In_ UINT iMesh ) const;
//Helpers (general)
const char* GetMeshPathA() const;
const WCHAR* GetMeshPathW() const;
UINT GetNumMeshes() const;
UINT GetNumMaterials() const;
UINT GetNumVBs() const;
UINT GetNumIBs() const;
ID3D11Buffer* GetVB11At( _In_ UINT iVB ) const;
ID3D11Buffer* GetIB11At( _In_ UINT iIB ) const;
BYTE* GetRawVerticesAt( _In_ UINT iVB ) const;
BYTE* GetRawIndicesAt( _In_ UINT iIB ) const;
SDKMESH_MATERIAL* GetMaterial( _In_ UINT iMaterial ) const;
SDKMESH_MESH* GetMesh( _In_ UINT iMesh ) const;
UINT GetNumSubsets( _In_ UINT iMesh ) const;
SDKMESH_SUBSET* GetSubset( _In_ UINT iMesh, _In_ UINT iSubset ) const;
UINT GetVertexStride( _In_ UINT iMesh, _In_ UINT iVB ) const;
UINT GetNumFrames() const;
SDKMESH_FRAME* GetFrame( _In_ UINT iFrame ) const;
SDKMESH_FRAME* FindFrame( _In_z_ const char* pszName ) const;
UINT64 GetNumVertices( _In_ UINT iMesh, _In_ UINT iVB ) const;
UINT64 GetNumIndices( _In_ UINT iMesh ) const;
DirectX::XMVECTOR GetMeshBBoxCenter( _In_ UINT iMesh ) const;
DirectX::XMVECTOR GetMeshBBoxExtents( _In_ UINT iMesh ) const;
UINT GetOutstandingResources() const;
UINT GetOutstandingBufferResources() const;
bool CheckLoadDone();
bool IsLoaded() const;
bool IsLoading() const;
void SetLoading( _In_ bool bLoading );
BOOL HadLoadingError() const;
//Animation
UINT GetNumInfluences( _In_ UINT iMesh ) const;
DirectX::XMMATRIX GetMeshInfluenceMatrix( _In_ UINT iMesh, _In_ UINT iInfluence ) const;
UINT GetAnimationKeyFromTime( _In_ double fTime ) const;
DirectX::XMMATRIX GetWorldMatrix( _In_ UINT iFrameIndex ) const;
DirectX::XMMATRIX GetInfluenceMatrix( _In_ UINT iFrameIndex ) const;
bool GetAnimationProperties( _Out_ UINT* pNumKeys, _Out_ float* pFrameTime ) const;
};
#endif
//--------------------------------------------------------------------------------------
// File: SDKMesh.h
//
// Disclaimer:
// The SDK Mesh format (.sdkmesh) is not a recommended file format for shipping titles.
// It was designed to meet the specific needs of the SDK samples. Any real-world
// applications should avoid this file format in favor of a destination format that
// meets the specific needs of the application.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#undef D3DCOLOR_ARGB
#include <d3d9.h>
//--------------------------------------------------------------------------------------
// Hard Defines for the various structures
//--------------------------------------------------------------------------------------
#define SDKMESH_FILE_VERSION 101
#define MAX_VERTEX_ELEMENTS 32
#define MAX_VERTEX_STREAMS 16
#define MAX_FRAME_NAME 100
#define MAX_MESH_NAME 100
#define MAX_SUBSET_NAME 100
#define MAX_MATERIAL_NAME 100
#define MAX_TEXTURE_NAME MAX_PATH
#define MAX_MATERIAL_PATH MAX_PATH
#define INVALID_FRAME ((UINT)-1)
#define INVALID_MESH ((UINT)-1)
#define INVALID_MATERIAL ((UINT)-1)
#define INVALID_SUBSET ((UINT)-1)
#define INVALID_ANIMATION_DATA ((UINT)-1)
#define INVALID_SAMPLER_SLOT ((UINT)-1)
#define ERROR_RESOURCE_VALUE 1
template<typename TYPE> BOOL IsErrorResource( TYPE data )
{
if( ( TYPE )ERROR_RESOURCE_VALUE == data )
return TRUE;
return FALSE;
}
//--------------------------------------------------------------------------------------
// Enumerated Types.
//--------------------------------------------------------------------------------------
enum SDKMESH_PRIMITIVE_TYPE
{
PT_TRIANGLE_LIST = 0,
PT_TRIANGLE_STRIP,
PT_LINE_LIST,
PT_LINE_STRIP,
PT_POINT_LIST,
PT_TRIANGLE_LIST_ADJ,
PT_TRIANGLE_STRIP_ADJ,
PT_LINE_LIST_ADJ,
PT_LINE_STRIP_ADJ,
PT_QUAD_PATCH_LIST,
PT_TRIANGLE_PATCH_LIST,
};
enum SDKMESH_INDEX_TYPE
{
IT_16BIT = 0,
IT_32BIT,
};
enum FRAME_TRANSFORM_TYPE
{
FTT_RELATIVE = 0,
FTT_ABSOLUTE, //This is not currently used but is here to support absolute transformations in the future
};
//--------------------------------------------------------------------------------------
// Structures. Unions with pointers are forced to 64bit.
//--------------------------------------------------------------------------------------
#pragma pack(push,8)
struct SDKMESH_HEADER
{
//Basic Info and sizes
UINT Version;
BYTE IsBigEndian;
UINT64 HeaderSize;
UINT64 NonBufferDataSize;
UINT64 BufferDataSize;
//Stats
UINT NumVertexBuffers;
UINT NumIndexBuffers;
UINT NumMeshes;
UINT NumTotalSubsets;
UINT NumFrames;
UINT NumMaterials;
//Offsets to Data
UINT64 VertexStreamHeadersOffset;
UINT64 IndexStreamHeadersOffset;
UINT64 MeshDataOffset;
UINT64 SubsetDataOffset;
UINT64 FrameDataOffset;
UINT64 MaterialDataOffset;
};
struct SDKMESH_VERTEX_BUFFER_HEADER
{
UINT64 NumVertices;
UINT64 SizeBytes;
UINT64 StrideBytes;
D3DVERTEXELEMENT9 Decl[MAX_VERTEX_ELEMENTS];
union
{
UINT64 DataOffset; //(This also forces the union to 64bits)
ID3D11Buffer* pVB11;
};
};
struct SDKMESH_INDEX_BUFFER_HEADER
{
UINT64 NumIndices;
UINT64 SizeBytes;
UINT IndexType;
union
{
UINT64 DataOffset; //(This also forces the union to 64bits)
ID3D11Buffer* pIB11;
};
};
struct SDKMESH_MESH
{
char Name[MAX_MESH_NAME];
BYTE NumVertexBuffers;
UINT VertexBuffers[MAX_VERTEX_STREAMS];
UINT IndexBuffer;
UINT NumSubsets;
UINT NumFrameInfluences; //aka bones
DirectX::XMFLOAT3 BoundingBoxCenter;
DirectX::XMFLOAT3 BoundingBoxExtents;
union
{
UINT64 SubsetOffset; //Offset to list of subsets (This also forces the union to 64bits)
UINT* pSubsets; //Pointer to list of subsets
};
union
{
UINT64 FrameInfluenceOffset; //Offset to list of frame influences (This also forces the union to 64bits)
UINT* pFrameInfluences; //Pointer to list of frame influences
};
};
struct SDKMESH_SUBSET
{
char Name[MAX_SUBSET_NAME];
UINT MaterialID;
UINT PrimitiveType;
UINT64 IndexStart;
UINT64 IndexCount;
UINT64 VertexStart;
UINT64 VertexCount;
};
struct SDKMESH_FRAME
{
char Name[MAX_FRAME_NAME];
UINT Mesh;
UINT ParentFrame;
UINT ChildFrame;
UINT SiblingFrame;
DirectX::XMFLOAT4X4 Matrix;
UINT AnimationDataIndex; //Used to index which set of keyframes transforms this frame
};
struct SDKMESH_MATERIAL
{
char Name[MAX_MATERIAL_NAME];
// Use MaterialInstancePath
char MaterialInstancePath[MAX_MATERIAL_PATH];
// Or fall back to d3d8-type materials
char DiffuseTexture[MAX_TEXTURE_NAME];
char NormalTexture[MAX_TEXTURE_NAME];
char SpecularTexture[MAX_TEXTURE_NAME];
DirectX::XMFLOAT4 Diffuse;
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 Specular;
DirectX::XMFLOAT4 Emissive;
float Power;
union
{
UINT64 Force64_1; //Force the union to 64bits
ID3D11Texture2D* pDiffuseTexture11;
};
union
{
UINT64 Force64_2; //Force the union to 64bits
ID3D11Texture2D* pNormalTexture11;
};
union
{
UINT64 Force64_3; //Force the union to 64bits
ID3D11Texture2D* pSpecularTexture11;
};
union
{
UINT64 Force64_4; //Force the union to 64bits
ID3D11ShaderResourceView* pDiffuseRV11;
};
union
{
UINT64 Force64_5; //Force the union to 64bits
ID3D11ShaderResourceView* pNormalRV11;
};
union
{
UINT64 Force64_6; //Force the union to 64bits
ID3D11ShaderResourceView* pSpecularRV11;
};
};
struct SDKANIMATION_FILE_HEADER
{
UINT Version;
BYTE IsBigEndian;
UINT FrameTransformType;
UINT NumFrames;
UINT NumAnimationKeys;
UINT AnimationFPS;
UINT64 AnimationDataSize;
UINT64 AnimationDataOffset;
};
struct SDKANIMATION_DATA
{
DirectX::XMFLOAT3 Translation;
DirectX::XMFLOAT4 Orientation;
DirectX::XMFLOAT3 Scaling;
};
struct SDKANIMATION_FRAME_DATA
{
char FrameName[MAX_FRAME_NAME];
union
{
UINT64 DataOffset;
SDKANIMATION_DATA* pAnimationData;
};
};
#pragma pack(pop)
static_assert( sizeof(D3DVERTEXELEMENT9) == 8, "Direct3D9 Decl structure size incorrect" );
static_assert( sizeof(SDKMESH_HEADER)== 104, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_VERTEX_BUFFER_HEADER) == 288, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_INDEX_BUFFER_HEADER) == 32, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_MESH) == 224, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_SUBSET) == 144, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_FRAME) == 184, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_MATERIAL) == 1256, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_FILE_HEADER) == 40, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_DATA) == 40, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_FRAME_DATA) == 112, "SDK Mesh structure size incorrect" );
#ifndef _CONVERTER_APP_
//--------------------------------------------------------------------------------------
// AsyncLoading callbacks
//--------------------------------------------------------------------------------------
typedef void ( CALLBACK*LPCREATETEXTUREFROMFILE11 )( _In_ ID3D11Device* pDev, _In_z_ char* szFileName,
_Outptr_ ID3D11ShaderResourceView** ppRV, _In_opt_ void* pContext );
typedef void ( CALLBACK*LPCREATEVERTEXBUFFER11 )( _In_ ID3D11Device* pDev, _Outptr_ ID3D11Buffer** ppBuffer,
_In_ D3D11_BUFFER_DESC BufferDesc, _In_ void* pData, _In_opt_ void* pContext );
typedef void ( CALLBACK*LPCREATEINDEXBUFFER11 )( _In_ ID3D11Device* pDev, _Outptr_ ID3D11Buffer** ppBuffer,
_In_ D3D11_BUFFER_DESC BufferDesc, _In_ void* pData, _In_opt_ void* pContext );
struct SDKMESH_CALLBACKS11
{
LPCREATETEXTUREFROMFILE11 pCreateTextureFromFile;
LPCREATEVERTEXBUFFER11 pCreateVertexBuffer;
LPCREATEINDEXBUFFER11 pCreateIndexBuffer;
void* pContext;
};
//--------------------------------------------------------------------------------------
// CDXUTSDKMesh class. This class reads the sdkmesh file format for use by the samples
//--------------------------------------------------------------------------------------
class CDXUTSDKMesh
{
private:
UINT m_NumOutstandingResources;
bool m_bLoading;
//BYTE* m_pBufferData;
HANDLE m_hFile;
HANDLE m_hFileMappingObject;
std::vector<BYTE*> m_MappedPointers;
ID3D11Device* m_pDev11;
ID3D11DeviceContext* m_pDevContext11;
protected:
//These are the pointers to the two chunks of data loaded in from the mesh file
BYTE* m_pStaticMeshData;
BYTE* m_pHeapData;
BYTE* m_pAnimationData;
BYTE** m_ppVertices;
BYTE** m_ppIndices;
//Keep track of the path
WCHAR m_strPathW[MAX_PATH];
char m_strPath[MAX_PATH];
//General mesh info
SDKMESH_HEADER* m_pMeshHeader;
SDKMESH_VERTEX_BUFFER_HEADER* m_pVertexBufferArray;
SDKMESH_INDEX_BUFFER_HEADER* m_pIndexBufferArray;
SDKMESH_MESH* m_pMeshArray;
SDKMESH_SUBSET* m_pSubsetArray;
SDKMESH_FRAME* m_pFrameArray;
SDKMESH_MATERIAL* m_pMaterialArray;
// Adjacency information (not part of the m_pStaticMeshData, so it must be created and destroyed separately )
SDKMESH_INDEX_BUFFER_HEADER* m_pAdjacencyIndexBufferArray;
//Animation
SDKANIMATION_FILE_HEADER* m_pAnimationHeader;
SDKANIMATION_FRAME_DATA* m_pAnimationFrameData;
DirectX::XMFLOAT4X4* m_pBindPoseFrameMatrices;
DirectX::XMFLOAT4X4* m_pTransformedFrameMatrices;
DirectX::XMFLOAT4X4* m_pWorldPoseFrameMatrices;
protected:
void LoadMaterials( _In_ ID3D11Device* pd3dDevice, _In_reads_(NumMaterials) SDKMESH_MATERIAL* pMaterials,
_In_ UINT NumMaterials, _In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
HRESULT CreateVertexBuffer( _In_ ID3D11Device* pd3dDevice,
_In_ SDKMESH_VERTEX_BUFFER_HEADER* pHeader, _In_reads_(pHeader->SizeBytes) void* pVertices,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
HRESULT CreateIndexBuffer( _In_ ID3D11Device* pd3dDevice,
_In_ SDKMESH_INDEX_BUFFER_HEADER* pHeader, _In_reads_(pHeader->SizeBytes) void* pIndices,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT CreateFromFile( _In_opt_ ID3D11Device* pDev11,
_In_z_ LPCWSTR szFileName,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks11 = nullptr );
virtual HRESULT CreateFromMemory( _In_opt_ ID3D11Device* pDev11,
_In_reads_(DataBytes) BYTE* pData,
_In_ size_t DataBytes,
_In_ bool bCopyStatic,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks11 = nullptr );
//frame manipulation
void TransformBindPoseFrame( _In_ UINT iFrame, _In_ DirectX::CXMMATRIX parentWorld );
void TransformFrame( _In_ UINT iFrame, _In_ DirectX::CXMMATRIX parentWorld, _In_ double fTime );
void TransformFrameAbsolute( _In_ UINT iFrame, _In_ double fTime );
//Direct3D 11 rendering helpers
void RenderMesh( _In_ UINT iMesh,
_In_ bool bAdjacent,
_In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot,
_In_ UINT iNormalSlot,
_In_ UINT iSpecularSlot );
void RenderFrame( _In_ UINT iFrame,
_In_ bool bAdjacent,
_In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot,
_In_ UINT iNormalSlot,
_In_ UINT iSpecularSlot );
public:
CDXUTSDKMesh();
virtual ~CDXUTSDKMesh();
virtual HRESULT Create( _In_ ID3D11Device* pDev11, _In_z_ LPCWSTR szFileName, _In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT Create( _In_ ID3D11Device* pDev11, BYTE* pData, size_t DataBytes, _In_ bool bCopyStatic=false,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT LoadAnimation( _In_z_ const WCHAR* szFileName );
virtual void Destroy();
//Frame manipulation
void TransformBindPose( _In_ DirectX::CXMMATRIX world ) { TransformBindPoseFrame( 0, world ); };
void TransformMesh( _In_ DirectX::CXMMATRIX world, _In_ double fTime );
//Direct3D 11 Rendering
virtual void Render( _In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iNormalSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iSpecularSlot = INVALID_SAMPLER_SLOT );
virtual void RenderAdjacent( _In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iNormalSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iSpecularSlot = INVALID_SAMPLER_SLOT );
//Helpers (D3D11 specific)
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveType11( _In_ SDKMESH_PRIMITIVE_TYPE PrimType );
DXGI_FORMAT GetIBFormat11( _In_ UINT iMesh ) const;
ID3D11Buffer* GetVB11( _In_ UINT iMesh, _In_ UINT iVB ) const;
ID3D11Buffer* GetIB11( _In_ UINT iMesh ) const;
SDKMESH_INDEX_TYPE GetIndexType( _In_ UINT iMesh ) const;
ID3D11Buffer* GetAdjIB11( _In_ UINT iMesh ) const;
//Helpers (general)
const char* GetMeshPathA() const;
const WCHAR* GetMeshPathW() const;
UINT GetNumMeshes() const;
UINT GetNumMaterials() const;
UINT GetNumVBs() const;
UINT GetNumIBs() const;
ID3D11Buffer* GetVB11At( _In_ UINT iVB ) const;
ID3D11Buffer* GetIB11At( _In_ UINT iIB ) const;
BYTE* GetRawVerticesAt( _In_ UINT iVB ) const;
BYTE* GetRawIndicesAt( _In_ UINT iIB ) const;
SDKMESH_MATERIAL* GetMaterial( _In_ UINT iMaterial ) const;
SDKMESH_MESH* GetMesh( _In_ UINT iMesh ) const;
UINT GetNumSubsets( _In_ UINT iMesh ) const;
SDKMESH_SUBSET* GetSubset( _In_ UINT iMesh, _In_ UINT iSubset ) const;
UINT GetVertexStride( _In_ UINT iMesh, _In_ UINT iVB ) const;
UINT GetNumFrames() const;
SDKMESH_FRAME* GetFrame( _In_ UINT iFrame ) const;
SDKMESH_FRAME* FindFrame( _In_z_ const char* pszName ) const;
UINT64 GetNumVertices( _In_ UINT iMesh, _In_ UINT iVB ) const;
UINT64 GetNumIndices( _In_ UINT iMesh ) const;
DirectX::XMVECTOR GetMeshBBoxCenter( _In_ UINT iMesh ) const;
DirectX::XMVECTOR GetMeshBBoxExtents( _In_ UINT iMesh ) const;
UINT GetOutstandingResources() const;
UINT GetOutstandingBufferResources() const;
bool CheckLoadDone();
bool IsLoaded() const;
bool IsLoading() const;
void SetLoading( _In_ bool bLoading );
BOOL HadLoadingError() const;
//Animation
UINT GetNumInfluences( _In_ UINT iMesh ) const;
DirectX::XMMATRIX GetMeshInfluenceMatrix( _In_ UINT iMesh, _In_ UINT iInfluence ) const;
UINT GetAnimationKeyFromTime( _In_ double fTime ) const;
DirectX::XMMATRIX GetWorldMatrix( _In_ UINT iFrameIndex ) const;
DirectX::XMMATRIX GetInfluenceMatrix( _In_ UINT iFrameIndex ) const;
bool GetAnimationProperties( _Out_ UINT* pNumKeys, _Out_ float* pFrameTime ) const;
};
#endif

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@ -1,134 +1,134 @@
//--------------------------------------------------------------------------------------
// File: SDKMisc.h
//
// Various helper functionality that is shared between SDK samples
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//-----------------------------------------------------------------------------
// Resource cache for textures, fonts, meshs, and effects.
// Use DXUTGetGlobalResourceCache() to access the global cache
//-----------------------------------------------------------------------------
struct DXUTCache_Texture
{
WCHAR wszSource[MAX_PATH];
bool bSRGB;
ID3D11ShaderResourceView* pSRV11;
DXUTCache_Texture() :
pSRV11(nullptr)
{
}
};
class CDXUTResourceCache
{
public:
~CDXUTResourceCache();
HRESULT CreateTextureFromFile( _In_ ID3D11Device* pDevice, _In_ ID3D11DeviceContext *pContext, _In_z_ LPCWSTR pSrcFile,
_Outptr_ ID3D11ShaderResourceView** ppOutputRV, _In_ bool bSRGB=false );
HRESULT CreateTextureFromFile( _In_ ID3D11Device* pDevice, _In_ ID3D11DeviceContext *pContext, _In_z_ LPCSTR pSrcFile,
_Outptr_ ID3D11ShaderResourceView** ppOutputRV, _In_ bool bSRGB=false );
public:
HRESULT OnDestroyDevice();
protected:
friend CDXUTResourceCache& WINAPI DXUTGetGlobalResourceCache();
friend HRESULT WINAPI DXUTInitialize3DEnvironment();
friend HRESULT WINAPI DXUTReset3DEnvironment();
friend void WINAPI DXUTCleanup3DEnvironment( bool bReleaseSettings );
CDXUTResourceCache() { }
std::vector<DXUTCache_Texture> m_TextureCache;
};
CDXUTResourceCache& WINAPI DXUTGetGlobalResourceCache();
//--------------------------------------------------------------------------------------
// Manages the insertion point when drawing text
//--------------------------------------------------------------------------------------
class CDXUTDialogResourceManager;
class CDXUTTextHelper
{
public:
CDXUTTextHelper( _In_ ID3D11Device* pd3d11Device, _In_ ID3D11DeviceContext* pd3dDeviceContext, _In_ CDXUTDialogResourceManager* pManager, _In_ int nLineHeight );
~CDXUTTextHelper();
void Init( _In_ int nLineHeight = 15 );
void SetInsertionPos( _In_ int x, _In_ int y )
{
m_pt.x = x;
m_pt.y = y;
}
void SetForegroundColor( _In_ DirectX::XMFLOAT4 clr ) { m_clr = clr; }
void SetForegroundColor( _In_ DirectX::FXMVECTOR clr ) { XMStoreFloat4( &m_clr, clr ); }
void Begin();
HRESULT DrawFormattedTextLine( _In_z_ const WCHAR* strMsg, ... );
HRESULT DrawTextLine( _In_z_ const WCHAR* strMsg );
HRESULT DrawFormattedTextLine( _In_ const RECT& rc, _In_z_ const WCHAR* strMsg, ... );
HRESULT DrawTextLine( _In_ const RECT& rc, _In_z_ const WCHAR* strMsg );
void End();
protected:
DirectX::XMFLOAT4 m_clr;
POINT m_pt;
int m_nLineHeight;
// D3D11 font
ID3D11Device* m_pd3d11Device;
ID3D11DeviceContext* m_pd3d11DeviceContext;
CDXUTDialogResourceManager* m_pManager;
};
//--------------------------------------------------------------------------------------
// Shared code for samples to ask user if they want to use a REF device or quit
//--------------------------------------------------------------------------------------
void WINAPI DXUTDisplaySwitchingToREFWarning();
//--------------------------------------------------------------------------------------
// Tries to finds a media file by searching in common locations
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTFindDXSDKMediaFileCch( _Out_writes_(cchDest) WCHAR* strDestPath,
_In_ int cchDest,
_In_z_ LPCWSTR strFilename );
HRESULT WINAPI DXUTSetMediaSearchPath( _In_z_ LPCWSTR strPath );
LPCWSTR WINAPI DXUTGetMediaSearchPath();
//--------------------------------------------------------------------------------------
// Compiles HLSL shaders
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCompileFromFile( _In_z_ LPCWSTR pFileName,
_In_reads_opt_(_Inexpressible_(pDefines->Name != NULL)) const D3D_SHADER_MACRO* pDefines,
_In_z_ LPCSTR pEntrypoint, _In_z_ LPCSTR pTarget,
_In_ UINT Flags1, _In_ UINT Flags2,
_Outptr_ ID3DBlob** ppCode );
//--------------------------------------------------------------------------------------
// Texture utilities
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCreateShaderResourceViewFromFile( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D11ShaderResourceView** textureView );
HRESULT WINAPI DXUTCreateTextureFromFile( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D11Resource** texture );
HRESULT WINAPI DXUTSaveTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_ bool usedds, _In_z_ const wchar_t* szFileName );
//--------------------------------------------------------------------------------------
// Returns a view matrix for rendering to a face of a cubemap.
//--------------------------------------------------------------------------------------
DirectX::XMMATRIX WINAPI DXUTGetCubeMapViewMatrix( _In_ DWORD dwFace );
//--------------------------------------------------------------------------------------
// File: SDKMisc.h
//
// Various helper functionality that is shared between SDK samples
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//-----------------------------------------------------------------------------
// Resource cache for textures, fonts, meshs, and effects.
// Use DXUTGetGlobalResourceCache() to access the global cache
//-----------------------------------------------------------------------------
struct DXUTCache_Texture
{
WCHAR wszSource[MAX_PATH];
bool bSRGB;
ID3D11ShaderResourceView* pSRV11;
DXUTCache_Texture() :
pSRV11(nullptr)
{
}
};
class CDXUTResourceCache
{
public:
~CDXUTResourceCache();
HRESULT CreateTextureFromFile( _In_ ID3D11Device* pDevice, _In_ ID3D11DeviceContext *pContext, _In_z_ LPCWSTR pSrcFile,
_Outptr_ ID3D11ShaderResourceView** ppOutputRV, _In_ bool bSRGB=false );
HRESULT CreateTextureFromFile( _In_ ID3D11Device* pDevice, _In_ ID3D11DeviceContext *pContext, _In_z_ LPCSTR pSrcFile,
_Outptr_ ID3D11ShaderResourceView** ppOutputRV, _In_ bool bSRGB=false );
public:
HRESULT OnDestroyDevice();
protected:
friend CDXUTResourceCache& WINAPI DXUTGetGlobalResourceCache();
friend HRESULT WINAPI DXUTInitialize3DEnvironment();
friend HRESULT WINAPI DXUTReset3DEnvironment();
friend void WINAPI DXUTCleanup3DEnvironment( bool bReleaseSettings );
CDXUTResourceCache() { }
std::vector<DXUTCache_Texture> m_TextureCache;
};
CDXUTResourceCache& WINAPI DXUTGetGlobalResourceCache();
//--------------------------------------------------------------------------------------
// Manages the insertion point when drawing text
//--------------------------------------------------------------------------------------
class CDXUTDialogResourceManager;
class CDXUTTextHelper
{
public:
CDXUTTextHelper( _In_ ID3D11Device* pd3d11Device, _In_ ID3D11DeviceContext* pd3dDeviceContext, _In_ CDXUTDialogResourceManager* pManager, _In_ int nLineHeight );
~CDXUTTextHelper();
void Init( _In_ int nLineHeight = 15 );
void SetInsertionPos( _In_ int x, _In_ int y )
{
m_pt.x = x;
m_pt.y = y;
}
void SetForegroundColor( _In_ DirectX::XMFLOAT4 clr ) { m_clr = clr; }
void SetForegroundColor( _In_ DirectX::FXMVECTOR clr ) { XMStoreFloat4( &m_clr, clr ); }
void Begin();
HRESULT DrawFormattedTextLine( _In_z_ const WCHAR* strMsg, ... );
HRESULT DrawTextLine( _In_z_ const WCHAR* strMsg );
HRESULT DrawFormattedTextLine( _In_ const RECT& rc, _In_z_ const WCHAR* strMsg, ... );
HRESULT DrawTextLine( _In_ const RECT& rc, _In_z_ const WCHAR* strMsg );
void End();
protected:
DirectX::XMFLOAT4 m_clr;
POINT m_pt;
int m_nLineHeight;
// D3D11 font
ID3D11Device* m_pd3d11Device;
ID3D11DeviceContext* m_pd3d11DeviceContext;
CDXUTDialogResourceManager* m_pManager;
};
//--------------------------------------------------------------------------------------
// Shared code for samples to ask user if they want to use a REF device or quit
//--------------------------------------------------------------------------------------
void WINAPI DXUTDisplaySwitchingToREFWarning();
//--------------------------------------------------------------------------------------
// Tries to finds a media file by searching in common locations
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTFindDXSDKMediaFileCch( _Out_writes_(cchDest) WCHAR* strDestPath,
_In_ int cchDest,
_In_z_ LPCWSTR strFilename );
HRESULT WINAPI DXUTSetMediaSearchPath( _In_z_ LPCWSTR strPath );
LPCWSTR WINAPI DXUTGetMediaSearchPath();
//--------------------------------------------------------------------------------------
// Compiles HLSL shaders
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCompileFromFile( _In_z_ LPCWSTR pFileName,
_In_reads_opt_(_Inexpressible_(pDefines->Name != NULL)) const D3D_SHADER_MACRO* pDefines,
_In_z_ LPCSTR pEntrypoint, _In_z_ LPCSTR pTarget,
_In_ UINT Flags1, _In_ UINT Flags2,
_Outptr_ ID3DBlob** ppCode );
//--------------------------------------------------------------------------------------
// Texture utilities
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCreateShaderResourceViewFromFile( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D11ShaderResourceView** textureView );
HRESULT WINAPI DXUTCreateTextureFromFile( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D11Resource** texture );
HRESULT WINAPI DXUTSaveTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_ bool usedds, _In_z_ const wchar_t* szFileName );
//--------------------------------------------------------------------------------------
// Returns a view matrix for rendering to a face of a cubemap.
//--------------------------------------------------------------------------------------
DirectX::XMMATRIX WINAPI DXUTGetCubeMapViewMatrix( _In_ DWORD dwFace );

Просмотреть файл

@ -1,132 +1,132 @@
DXUT FOR DIRECT3D 11
--------------------
Copyright (c) Microsoft Corporation. All rights reserved.
August 2, 2016
DXUT is a "GLUT"-like framework for Direct3D 11.x Win32 desktop applications; primarily
samples, demos, and prototypes.
The source is written for Visual Studio 2013 or 2015. It is recommended that you
make use of VS 2013 Update 5, VS 2015 Update 2, and Windows 7 Service Pack 1 or later.
These components are designed to work without requiring any content from the DirectX SDK. For details,
see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>.
All content and source code for this package are subject to the terms of the MIT License.
<http://opensource.org/licenses/MIT>.
For the latest version of DXUT11, more detailed documentation, etc., please visit the project site.
http://go.microsoft.com/fwlink/?LinkId=320437
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the
Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
https://opensource.microsoft.com/codeofconduct/
-------
SAMPLES
-------
Direct3D Tutorial08 - 10
BasicHLSL11, EmptyProject11, SimpleSample11
DXUT+DirectXTK Simple Sample
These are hosted on GitHub <https://github.com/walbourn/directx-sdk-samples>
----------
DISCLAIMER
----------
DXUT is being provided as a porting aid for older code that makes use of the legacy DirectX SDK, the deprecated D3DX9/D3DX11
library, and the DXUT11 framework. It is a cleaned up version of the original DXUT11 that will build with the Windows 8.1 SDK
and does not make use of any legacy DirectX SDK or DirectSetup deployed components.
The DXUT framework is for use in Win32 desktop applications. It not usable for Universal Windows Platform apps, Windows Store apps,
Xbox One apps, or Windows phone.
This version of DXUT only supports Direct3D 11, and therefore is not compatible with Windows XP or early versions of Windows Vista.
---------------
RELEASE HISTORY
---------------
August 2, 2016 (11.13)
Updated for VS 2015 Update 3 and Windows 10 SDK (14393)
April 26, 2016 (11.12)
Updated DDSTextureLoader, WICTextureLoader, and ScreenGrab
Retired VS 2012 projects and obsolete adapter code
Minor code and project file cleanup
November 30, 2015 (11.11)
Updated DDSTextureLoader, ScreenGrab, DXERR
Updated for VS 2015 Update 1 and Windows 10 SDK (10586)
July 29, 2015 (11.10)
Updated for VS 2015 and Windows 10 SDK RTM
Retired VS 2010 projects
June 16, 2015 (11.09)
Optional support for Direct3D 11.3 (define USE_DIRECT3D11_3 in VS 2015 projects)
April 14, 2015 (11.08)
Fix for auto-gen of volume textures
More updates for VS 2015
November 24, 2014 (11.07)
Minor fix for Present usage
Minor fix for CBaseCamera::GetInput
Minor fix for WIC usage of IWICFormatConverter
Updates for Visual Studio 2015 Technical Preview
July 28, 2014 (11.06)
Optional support for Direct3D 11.2 (define USE_DIRECT3D11_2 in VS 2013 projects)
Fixes for various UI and F2 device settings dialog issues
Fixes for device and format enumeration
Changed default resolution to 800x600
Code review fixes
January 24, 2014 (11.05)
Added use of DXGI debugging when available
Resolved CRT heap leak report
Fixed compile bug in DXUTLockFreePipe
Fixed bug reported in DXUT's sprite implementation
Code cleanup (removed DXGI_1_2_FORMATS control define; ScopedObject typedef removed)
October 21, 2013 (11.04)
Updated for Visual Studio 2013 and Windows 8.1 SDK RTM
Minor fixes for systems which only have a "Microsoft Basic Renderer" device
September 2013 (11.03)
Removed dependencies on the D3DX9 and D3DX11 libraries, so DXUT no longer requires the legacy DirectX SDK to build.
It does require the d3dcompiler.h header from the Windows 8.x SDK.
Includes standalone DDSTextureLoader, WICTexureLoader, ScreenGrab, and DxErr modules.
Removed support for Direct3D 9 and Windows XP
Deleted the DXUTDevice9.h/.cpp, SDKSound.h/.cpp, and SDKWaveFile.h/.cpp files
Deleted legacy support for MCE relaunch
General C++ code cleanups (nullptr, auto keyword, C++ style casting, Safer CRT, etc.) which are
compatible with Visual C++ 2010 and 2012
SAL2 annotation and /analyze cleanup
Added DXUTCompileFromFile, DXUTCreateShaderResourceViewFromFile, DXUTCreateTextureFromFile, DXUTSaveTextureToFile helpers
Added '-forcewarp' command-line switch
Added support for DXGI 1.1 and 1.2 formats
Added Direct3D 11.1 Device/Context state
Support Feature Level 11.1 when available
June 2010 (11.02)
The DirectX SDK (June 2010) included an update to DXUT11. This is the last version to support Visual Studio 2008,
Windows XP, or Direct3D 9. The source code is located in Samples\C++\DXUT11.
February 2010 (11.01)
An update was shipped with the DirectX SDK (February 2010). This is the last version to support Visual Studio 2005.
The source code is located in Samples\C++\DXUT11.
August 2009 (11.00)
The initial release of DXUT11 was in DirectX SDK (August 2009). The source code is located in Samples\C++\DXUT11.
This was a port of the original DXUT which supported Direct3D 10 / Direct3D 9 applications on Windows XP and Windows Vista.
DXUT FOR DIRECT3D 11
--------------------
Copyright (c) Microsoft Corporation. All rights reserved.
August 2, 2016
DXUT is a "GLUT"-like framework for Direct3D 11.x Win32 desktop applications; primarily
samples, demos, and prototypes.
The source is written for Visual Studio 2013 or 2015. It is recommended that you
make use of VS 2013 Update 5, VS 2015 Update 2, and Windows 7 Service Pack 1 or later.
These components are designed to work without requiring any content from the DirectX SDK. For details,
see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>.
All content and source code for this package are subject to the terms of the MIT License.
<http://opensource.org/licenses/MIT>.
For the latest version of DXUT11, more detailed documentation, etc., please visit the project site.
http://go.microsoft.com/fwlink/?LinkId=320437
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the
Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
https://opensource.microsoft.com/codeofconduct/
-------
SAMPLES
-------
Direct3D Tutorial08 - 10
BasicHLSL11, EmptyProject11, SimpleSample11
DXUT+DirectXTK Simple Sample
These are hosted on GitHub <https://github.com/walbourn/directx-sdk-samples>
----------
DISCLAIMER
----------
DXUT is being provided as a porting aid for older code that makes use of the legacy DirectX SDK, the deprecated D3DX9/D3DX11
library, and the DXUT11 framework. It is a cleaned up version of the original DXUT11 that will build with the Windows 8.1 SDK
and does not make use of any legacy DirectX SDK or DirectSetup deployed components.
The DXUT framework is for use in Win32 desktop applications. It not usable for Universal Windows Platform apps, Windows Store apps,
Xbox One apps, or Windows phone.
This version of DXUT only supports Direct3D 11, and therefore is not compatible with Windows XP or early versions of Windows Vista.
---------------
RELEASE HISTORY
---------------
August 2, 2016 (11.13)
Updated for VS 2015 Update 3 and Windows 10 SDK (14393)
April 26, 2016 (11.12)
Updated DDSTextureLoader, WICTextureLoader, and ScreenGrab
Retired VS 2012 projects and obsolete adapter code
Minor code and project file cleanup
November 30, 2015 (11.11)
Updated DDSTextureLoader, ScreenGrab, DXERR
Updated for VS 2015 Update 1 and Windows 10 SDK (10586)
July 29, 2015 (11.10)
Updated for VS 2015 and Windows 10 SDK RTM
Retired VS 2010 projects
June 16, 2015 (11.09)
Optional support for Direct3D 11.3 (define USE_DIRECT3D11_3 in VS 2015 projects)
April 14, 2015 (11.08)
Fix for auto-gen of volume textures
More updates for VS 2015
November 24, 2014 (11.07)
Minor fix for Present usage
Minor fix for CBaseCamera::GetInput
Minor fix for WIC usage of IWICFormatConverter
Updates for Visual Studio 2015 Technical Preview
July 28, 2014 (11.06)
Optional support for Direct3D 11.2 (define USE_DIRECT3D11_2 in VS 2013 projects)
Fixes for various UI and F2 device settings dialog issues
Fixes for device and format enumeration
Changed default resolution to 800x600
Code review fixes
January 24, 2014 (11.05)
Added use of DXGI debugging when available
Resolved CRT heap leak report
Fixed compile bug in DXUTLockFreePipe
Fixed bug reported in DXUT's sprite implementation
Code cleanup (removed DXGI_1_2_FORMATS control define; ScopedObject typedef removed)
October 21, 2013 (11.04)
Updated for Visual Studio 2013 and Windows 8.1 SDK RTM
Minor fixes for systems which only have a "Microsoft Basic Renderer" device
September 2013 (11.03)
Removed dependencies on the D3DX9 and D3DX11 libraries, so DXUT no longer requires the legacy DirectX SDK to build.
It does require the d3dcompiler.h header from the Windows 8.x SDK.
Includes standalone DDSTextureLoader, WICTexureLoader, ScreenGrab, and DxErr modules.
Removed support for Direct3D 9 and Windows XP
Deleted the DXUTDevice9.h/.cpp, SDKSound.h/.cpp, and SDKWaveFile.h/.cpp files
Deleted legacy support for MCE relaunch
General C++ code cleanups (nullptr, auto keyword, C++ style casting, Safer CRT, etc.) which are
compatible with Visual C++ 2010 and 2012
SAL2 annotation and /analyze cleanup
Added DXUTCompileFromFile, DXUTCreateShaderResourceViewFromFile, DXUTCreateTextureFromFile, DXUTSaveTextureToFile helpers
Added '-forcewarp' command-line switch
Added support for DXGI 1.1 and 1.2 formats
Added Direct3D 11.1 Device/Context state
Support Feature Level 11.1 when available
June 2010 (11.02)
The DirectX SDK (June 2010) included an update to DXUT11. This is the last version to support Visual Studio 2008,
Windows XP, or Direct3D 9. The source code is located in Samples\C++\DXUT11.
February 2010 (11.01)
An update was shipped with the DirectX SDK (February 2010). This is the last version to support Visual Studio 2005.
The source code is located in Samples\C++\DXUT11.
August 2009 (11.00)
The initial release of DXUT11 was in DirectX SDK (August 2009). The source code is located in Samples\C++\DXUT11.
This was a port of the original DXUT which supported Direct3D 10 / Direct3D 9 applications on Windows XP and Windows Vista.