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SDL_winrtrenderer.h
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SDL_winrtrenderer.h
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#pragma once
#include "DirectXHelper.h"
#include "SDL.h"
struct VertexPositionColor
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
};
// Helper class that initializes DirectX APIs for 3D rendering.
ref class SDL_winrtrenderer
{
internal:
SDL_winrtrenderer();
public:
virtual ~SDL_winrtrenderer();
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
virtual void HandleDeviceLost();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForWindowSizeChange();
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
internal:
virtual void Render(SDL_Surface * surface, SDL_Rect * rects, int numrects);
void ResizeMainTexture(int w, int h);
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_mainSampler;
// UpdateWindowSurface helper objects
SDL_Surface * m_mainTextureHelperSurface;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
Windows::Graphics::Display::DisplayOrientations m_orientation;
uint32 m_vertexCount;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 m_orientationTransform3D;
// Has the renderer finished loading?
bool m_loadingComplete;
};