Xbox-ATG-Samples/XDKSamples/IntroGraphics/SimpleInstancing12/SimpleInstancing12.h

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4.3 KiB
C++

//--------------------------------------------------------------------------------------
// SimpleInstancing12.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "Shared.h"
// A basic sample implementation that creates a D3D12 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic Sample loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void ResetSimulation();
float FloatRand(float lowerBound = -1.0f, float upperBound = 1.0f);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::DescriptorHeap> m_resourceDescriptors;
std::unique_ptr<DirectX::SpriteBatch> m_batch;
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
enum Descriptors
{
TextFont,
ControllerFont,
Count
};
//--------------------------------------------------------------------------------------
// Sample Objects.
//--------------------------------------------------------------------------------------
// Instance vertex definition
struct Instance
{
DirectX::XMFLOAT4 quaternion;
DirectX::XMFLOAT4 positionAndScale;
};
// Light data structure (maps to constant buffer in pixel shader)
struct Lights
{
DirectX::XMFLOAT4 directional;
DirectX::XMFLOAT4 pointPositions[c_pointLightCount];
DirectX::XMFLOAT4 pointColors[c_pointLightCount];
};
// Direct3D 12 pipeline objects.
Microsoft::WRL::ComPtr<ID3D12RootSignature> m_rootSignature;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineState;
// Direct3D 12 resources.
Microsoft::WRL::ComPtr<ID3D12Resource> m_vertexBuffer;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView[3];
Microsoft::WRL::ComPtr<ID3D12Resource> m_indexBuffer;
D3D12_INDEX_BUFFER_VIEW m_indexBufferView;
Microsoft::WRL::ComPtr<ID3D12Resource> m_boxColors;
Microsoft::WRL::ComPtr<ID3D12Resource> m_instanceData;
uint8_t* m_mappedInstanceData;
D3D12_GPU_VIRTUAL_ADDRESS m_instanceDataGpuAddr;
// A synchronization fence and an event. These members will be used
// to synchronize the CPU with the GPU so that there will be no
// contention for the instance data.
Microsoft::WRL::ComPtr<ID3D12Fence> m_fence;
Microsoft::WRL::Wrappers::Event m_fenceEvent;
struct aligned_deleter { void operator()(void* p) { _aligned_free(p); } };
std::unique_ptr<Instance[]> m_CPUInstanceData;
std::unique_ptr<DirectX::XMVECTOR[], aligned_deleter> m_rotationQuaternions;
std::unique_ptr<DirectX::XMVECTOR[], aligned_deleter> m_velocities;
uint32_t m_usedInstanceCount;
DirectX::XMFLOAT4X4 m_proj;
DirectX::XMFLOAT4X4 m_clip;
Lights m_lights;
float m_pitch;
float m_yaw;
std::default_random_engine m_randomEngine;
};