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SimpleMSAA.h
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//--------------------------------------------------------------------------------------
// SimpleMSAA.h
//
// This sample demonstrates setting up a MSAA render target for DirectX 12
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
// A basic sample implementation that creates a D3D12 device and
// provides a render loop.
class Sample : public DX::IDeviceNotify
{
public:
Sample();
// Initialization and management
void Initialize(::IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// MSAA resources.
Microsoft::WRL::ComPtr<ID3D12Resource> m_msaaRenderTarget;
Microsoft::WRL::ComPtr<ID3D12Resource> m_msaaDepthStencil;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_msaaRTVDescriptorHeap;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_msaaDSVDescriptorHeap;
unsigned int m_sampleCount;
bool m_msaa;
// Rendering loop timer.
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
bool m_gamepadPresent;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::SpriteBatch> m_batch;
std::unique_ptr<DirectX::DescriptorHeap> m_resourceDescriptors;
enum Descriptors
{
UIFont,
CtrlFont,
Count
};
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::Model> m_model;
std::unique_ptr<DirectX::EffectTextureFactory> m_modelResources;
std::unique_ptr<DirectX::IEffectFactory> m_fxFactory;
std::vector<std::shared_ptr<DirectX::IEffect>> m_modelMSAA;
std::vector<std::shared_ptr<DirectX::IEffect>> m_modelStandard;
DirectX::SimpleMath::Matrix m_world;
DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_proj;
};