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#pragma once
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#include "Direct3DBase.h"
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#include <d3d11.h>
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struct ModelViewProjectionConstantBuffer
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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DirectX::XMFLOAT4X4 projection;
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};
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struct Vertex //Overloaded Vertex Structure
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{
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Vertex(){}
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Vertex(float x, float y, float z,
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float u, float v)
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: pos(x,y,z), texCoord(u, v){}
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 texCoord;
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};
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// This class renders a simple quad.
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ref class QuadRenderer sealed : public Direct3DBase
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{
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public:
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QuadRenderer();
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void Update(float timeTotal = 0.0f, float timeDelta = 0.0f);
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void CreateTextureFromByte(byte * buffer,int width,int height);
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// Direct3DBase methods.
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virtual void CreateDeviceResources() override;
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virtual void CreateWindowSizeDependentResources() override;
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virtual void Render() override;
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private:
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void Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView);
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bool m_loadingComplete;
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uint32 m_indexCount;
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ModelViewProjectionConstantBuffer m_constantBufferData;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> m_Texture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> m_QuadsTexSamplerState;
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Microsoft::WRL::ComPtr<ID3D11BlendState> m_Transparency;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> CCWcullMode;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> CWcullMode;
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};
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