mirror of
https://github.com/yawut/SDL.git
synced 2026-08-24 17:55:17 -05:00
WinRT: created SDLmain library using most of VC++ 2012's template for Direct3D 11 apps. Most of this will be moved into SDL itself.
This commit is contained in:
199
VisualC/SDLmain/SDLmain_VS2012_WinRT.vcxproj
Normal file
199
VisualC/SDLmain/SDLmain_VS2012_WinRT.vcxproj
Normal file
@@ -0,0 +1,199 @@
|
||||
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|
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|
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|
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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||||
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|
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|
||||
76
src/main/windowsrt/BasicTimer.h
Normal file
76
src/main/windowsrt/BasicTimer.h
Normal file
@@ -0,0 +1,76 @@
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#pragma once
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#include <wrl.h>
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// Helper class for basic timing.
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ref class BasicTimer sealed
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{
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public:
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// Initializes internal timer values.
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BasicTimer()
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{
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if (!QueryPerformanceFrequency(&m_frequency))
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{
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throw ref new Platform::FailureException();
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||||
}
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Reset();
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}
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// Reset the timer to initial values.
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void Reset()
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{
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Update();
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m_startTime = m_currentTime;
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m_total = 0.0f;
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m_delta = 1.0f / 60.0f;
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}
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// Update the timer's internal values.
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void Update()
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{
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if (!QueryPerformanceCounter(&m_currentTime))
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||||
{
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throw ref new Platform::FailureException();
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||||
}
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m_total = static_cast<float>(
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static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
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static_cast<double>(m_frequency.QuadPart)
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);
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||||
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||||
if (m_lastTime.QuadPart == m_startTime.QuadPart)
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||||
{
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||||
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
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m_delta = 1.0f / 60.0f;
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}
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else
|
||||
{
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m_delta = static_cast<float>(
|
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static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
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||||
static_cast<double>(m_frequency.QuadPart)
|
||||
);
|
||||
}
|
||||
|
||||
m_lastTime = m_currentTime;
|
||||
}
|
||||
|
||||
// Duration in seconds between the last call to Reset() and the last call to Update().
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property float Total
|
||||
{
|
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float get() { return m_total; }
|
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}
|
||||
|
||||
// Duration in seconds between the previous two calls to Update().
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property float Delta
|
||||
{
|
||||
float get() { return m_delta; }
|
||||
}
|
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|
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private:
|
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LARGE_INTEGER m_frequency;
|
||||
LARGE_INTEGER m_currentTime;
|
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LARGE_INTEGER m_startTime;
|
||||
LARGE_INTEGER m_lastTime;
|
||||
float m_total;
|
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float m_delta;
|
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};
|
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256
src/main/windowsrt/CubeRenderer.cpp
Normal file
256
src/main/windowsrt/CubeRenderer.cpp
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@@ -0,0 +1,256 @@
|
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#include "SDLmain_WinRT_common.h"
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#include "CubeRenderer.h"
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using namespace DirectX;
|
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
|
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|
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CubeRenderer::CubeRenderer() :
|
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m_loadingComplete(false),
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m_indexCount(0)
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{
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}
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|
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void CubeRenderer::CreateDeviceResources()
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{
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Direct3DBase::CreateDeviceResources();
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auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
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auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
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||||
|
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auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
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DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateVertexShader(
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||||
fileData->Data,
|
||||
fileData->Length,
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nullptr,
|
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&m_vertexShader
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||||
)
|
||||
);
|
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
|
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{
|
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateInputLayout(
|
||||
vertexDesc,
|
||||
ARRAYSIZE(vertexDesc),
|
||||
fileData->Data,
|
||||
fileData->Length,
|
||||
&m_inputLayout
|
||||
)
|
||||
);
|
||||
});
|
||||
|
||||
auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) {
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreatePixelShader(
|
||||
fileData->Data,
|
||||
fileData->Length,
|
||||
nullptr,
|
||||
&m_pixelShader
|
||||
)
|
||||
);
|
||||
|
||||
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateBuffer(
|
||||
&constantBufferDesc,
|
||||
nullptr,
|
||||
&m_constantBuffer
|
||||
)
|
||||
);
|
||||
});
|
||||
|
||||
auto createCubeTask = (createPSTask && createVSTask).then([this] () {
|
||||
VertexPositionColor cubeVertices[] =
|
||||
{
|
||||
{XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
|
||||
{XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
|
||||
{XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
|
||||
{XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
|
||||
{XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
|
||||
{XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
|
||||
{XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
|
||||
{XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
|
||||
};
|
||||
|
||||
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
|
||||
vertexBufferData.pSysMem = cubeVertices;
|
||||
vertexBufferData.SysMemPitch = 0;
|
||||
vertexBufferData.SysMemSlicePitch = 0;
|
||||
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER);
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateBuffer(
|
||||
&vertexBufferDesc,
|
||||
&vertexBufferData,
|
||||
&m_vertexBuffer
|
||||
)
|
||||
);
|
||||
|
||||
unsigned short cubeIndices[] =
|
||||
{
|
||||
0,2,1, // -x
|
||||
1,2,3,
|
||||
|
||||
4,5,6, // +x
|
||||
5,7,6,
|
||||
|
||||
0,1,5, // -y
|
||||
0,5,4,
|
||||
|
||||
2,6,7, // +y
|
||||
2,7,3,
|
||||
|
||||
0,4,6, // -z
|
||||
0,6,2,
|
||||
|
||||
1,3,7, // +z
|
||||
1,7,5,
|
||||
};
|
||||
|
||||
m_indexCount = ARRAYSIZE(cubeIndices);
|
||||
|
||||
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
|
||||
indexBufferData.pSysMem = cubeIndices;
|
||||
indexBufferData.SysMemPitch = 0;
|
||||
indexBufferData.SysMemSlicePitch = 0;
|
||||
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(cubeIndices), D3D11_BIND_INDEX_BUFFER);
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateBuffer(
|
||||
&indexBufferDesc,
|
||||
&indexBufferData,
|
||||
&m_indexBuffer
|
||||
)
|
||||
);
|
||||
});
|
||||
|
||||
createCubeTask.then([this] () {
|
||||
m_loadingComplete = true;
|
||||
});
|
||||
}
|
||||
|
||||
void CubeRenderer::CreateWindowSizeDependentResources()
|
||||
{
|
||||
Direct3DBase::CreateWindowSizeDependentResources();
|
||||
|
||||
float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
|
||||
float fovAngleY = 70.0f * XM_PI / 180.0f;
|
||||
|
||||
// Note that the m_orientationTransform3D matrix is post-multiplied here
|
||||
// in order to correctly orient the scene to match the display orientation.
|
||||
// This post-multiplication step is required for any draw calls that are
|
||||
// made to the swap chain render target. For draw calls to other targets,
|
||||
// this transform should not be applied.
|
||||
XMStoreFloat4x4(
|
||||
&m_constantBufferData.projection,
|
||||
XMMatrixTranspose(
|
||||
XMMatrixMultiply(
|
||||
XMMatrixPerspectiveFovRH(
|
||||
fovAngleY,
|
||||
aspectRatio,
|
||||
0.01f,
|
||||
100.0f
|
||||
),
|
||||
XMLoadFloat4x4(&m_orientationTransform3D)
|
||||
)
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
void CubeRenderer::Update(float timeTotal, float timeDelta)
|
||||
{
|
||||
(void) timeDelta; // Unused parameter.
|
||||
|
||||
XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f);
|
||||
XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f);
|
||||
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
|
||||
|
||||
XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));
|
||||
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
|
||||
}
|
||||
|
||||
void CubeRenderer::Render()
|
||||
{
|
||||
const float midnightBlue[] = { 0.098f, 0.098f, 0.439f, 1.000f };
|
||||
m_d3dContext->ClearRenderTargetView(
|
||||
m_renderTargetView.Get(),
|
||||
midnightBlue
|
||||
);
|
||||
|
||||
m_d3dContext->ClearDepthStencilView(
|
||||
m_depthStencilView.Get(),
|
||||
D3D11_CLEAR_DEPTH,
|
||||
1.0f,
|
||||
0
|
||||
);
|
||||
|
||||
// Only draw the cube once it is loaded (loading is asynchronous).
|
||||
if (!m_loadingComplete)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_d3dContext->OMSetRenderTargets(
|
||||
1,
|
||||
m_renderTargetView.GetAddressOf(),
|
||||
m_depthStencilView.Get()
|
||||
);
|
||||
|
||||
m_d3dContext->UpdateSubresource(
|
||||
m_constantBuffer.Get(),
|
||||
0,
|
||||
NULL,
|
||||
&m_constantBufferData,
|
||||
0,
|
||||
0
|
||||
);
|
||||
|
||||
UINT stride = sizeof(VertexPositionColor);
|
||||
UINT offset = 0;
|
||||
m_d3dContext->IASetVertexBuffers(
|
||||
0,
|
||||
1,
|
||||
m_vertexBuffer.GetAddressOf(),
|
||||
&stride,
|
||||
&offset
|
||||
);
|
||||
|
||||
m_d3dContext->IASetIndexBuffer(
|
||||
m_indexBuffer.Get(),
|
||||
DXGI_FORMAT_R16_UINT,
|
||||
0
|
||||
);
|
||||
|
||||
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
|
||||
|
||||
m_d3dContext->VSSetShader(
|
||||
m_vertexShader.Get(),
|
||||
nullptr,
|
||||
0
|
||||
);
|
||||
|
||||
m_d3dContext->VSSetConstantBuffers(
|
||||
0,
|
||||
1,
|
||||
m_constantBuffer.GetAddressOf()
|
||||
);
|
||||
|
||||
m_d3dContext->PSSetShader(
|
||||
m_pixelShader.Get(),
|
||||
nullptr,
|
||||
0
|
||||
);
|
||||
|
||||
m_d3dContext->DrawIndexed(
|
||||
m_indexCount,
|
||||
0,
|
||||
0
|
||||
);
|
||||
}
|
||||
44
src/main/windowsrt/CubeRenderer.h
Normal file
44
src/main/windowsrt/CubeRenderer.h
Normal file
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include "Direct3DBase.h"
|
||||
|
||||
struct ModelViewProjectionConstantBuffer
|
||||
{
|
||||
DirectX::XMFLOAT4X4 model;
|
||||
DirectX::XMFLOAT4X4 view;
|
||||
DirectX::XMFLOAT4X4 projection;
|
||||
};
|
||||
|
||||
struct VertexPositionColor
|
||||
{
|
||||
DirectX::XMFLOAT3 pos;
|
||||
DirectX::XMFLOAT3 color;
|
||||
};
|
||||
|
||||
// This class renders a simple spinning cube.
|
||||
ref class CubeRenderer sealed : public Direct3DBase
|
||||
{
|
||||
public:
|
||||
CubeRenderer();
|
||||
|
||||
// Direct3DBase methods.
|
||||
virtual void CreateDeviceResources() override;
|
||||
virtual void CreateWindowSizeDependentResources() override;
|
||||
virtual void Render() override;
|
||||
|
||||
// Method for updating time-dependent objects.
|
||||
void Update(float timeTotal, float timeDelta);
|
||||
|
||||
private:
|
||||
bool m_loadingComplete;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
|
||||
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
|
||||
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
|
||||
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
|
||||
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
|
||||
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
|
||||
|
||||
uint32 m_indexCount;
|
||||
ModelViewProjectionConstantBuffer m_constantBufferData;
|
||||
};
|
||||
344
src/main/windowsrt/Direct3DBase.cpp
Normal file
344
src/main/windowsrt/Direct3DBase.cpp
Normal file
@@ -0,0 +1,344 @@
|
||||
#include "SDLmain_WinRT_common.h"
|
||||
#include "Direct3DBase.h"
|
||||
|
||||
using namespace DirectX;
|
||||
using namespace Microsoft::WRL;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::Graphics::Display;
|
||||
|
||||
// Constructor.
|
||||
Direct3DBase::Direct3DBase()
|
||||
{
|
||||
}
|
||||
|
||||
// Initialize the Direct3D resources required to run.
|
||||
void Direct3DBase::Initialize(CoreWindow^ window)
|
||||
{
|
||||
m_window = window;
|
||||
|
||||
CreateDeviceResources();
|
||||
CreateWindowSizeDependentResources();
|
||||
}
|
||||
|
||||
// Recreate all device resources and set them back to the current state.
|
||||
void Direct3DBase::HandleDeviceLost()
|
||||
{
|
||||
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
|
||||
m_windowBounds.Width = 0;
|
||||
m_windowBounds.Height = 0;
|
||||
m_swapChain = nullptr;
|
||||
|
||||
CreateDeviceResources();
|
||||
UpdateForWindowSizeChange();
|
||||
}
|
||||
|
||||
// These are the resources that depend on the device.
|
||||
void Direct3DBase::CreateDeviceResources()
|
||||
{
|
||||
// This flag adds support for surfaces with a different color channel ordering
|
||||
// than the API default. It is required for compatibility with Direct2D.
|
||||
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
||||
|
||||
#if defined(_DEBUG)
|
||||
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
|
||||
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
#endif
|
||||
|
||||
// This array defines the set of DirectX hardware feature levels this app will support.
|
||||
// Note the ordering should be preserved.
|
||||
// Don't forget to declare your application's minimum required feature level in its
|
||||
// description. All applications are assumed to support 9.1 unless otherwise stated.
|
||||
D3D_FEATURE_LEVEL featureLevels[] =
|
||||
{
|
||||
D3D_FEATURE_LEVEL_11_1,
|
||||
D3D_FEATURE_LEVEL_11_0,
|
||||
D3D_FEATURE_LEVEL_10_1,
|
||||
D3D_FEATURE_LEVEL_10_0,
|
||||
D3D_FEATURE_LEVEL_9_3,
|
||||
D3D_FEATURE_LEVEL_9_2,
|
||||
D3D_FEATURE_LEVEL_9_1
|
||||
};
|
||||
|
||||
// Create the Direct3D 11 API device object and a corresponding context.
|
||||
ComPtr<ID3D11Device> device;
|
||||
ComPtr<ID3D11DeviceContext> context;
|
||||
DX::ThrowIfFailed(
|
||||
D3D11CreateDevice(
|
||||
nullptr, // Specify nullptr to use the default adapter.
|
||||
D3D_DRIVER_TYPE_HARDWARE,
|
||||
nullptr,
|
||||
creationFlags, // Set set debug and Direct2D compatibility flags.
|
||||
featureLevels, // List of feature levels this app can support.
|
||||
ARRAYSIZE(featureLevels),
|
||||
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
|
||||
&device, // Returns the Direct3D device created.
|
||||
&m_featureLevel, // Returns feature level of device created.
|
||||
&context // Returns the device immediate context.
|
||||
)
|
||||
);
|
||||
|
||||
// Get the Direct3D 11.1 API device and context interfaces.
|
||||
DX::ThrowIfFailed(
|
||||
device.As(&m_d3dDevice)
|
||||
);
|
||||
|
||||
DX::ThrowIfFailed(
|
||||
context.As(&m_d3dContext)
|
||||
);
|
||||
}
|
||||
|
||||
// Allocate all memory resources that change on a window SizeChanged event.
|
||||
void Direct3DBase::CreateWindowSizeDependentResources()
|
||||
{
|
||||
// Store the window bounds so the next time we get a SizeChanged event we can
|
||||
// avoid rebuilding everything if the size is identical.
|
||||
m_windowBounds = m_window->Bounds;
|
||||
|
||||
// Calculate the necessary swap chain and render target size in pixels.
|
||||
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
|
||||
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
|
||||
|
||||
// The width and height of the swap chain must be based on the window's
|
||||
// landscape-oriented width and height. If the window is in a portrait
|
||||
// orientation, the dimensions must be reversed.
|
||||
m_orientation = DisplayProperties::CurrentOrientation;
|
||||
bool swapDimensions =
|
||||
m_orientation == DisplayOrientations::Portrait ||
|
||||
m_orientation == DisplayOrientations::PortraitFlipped;
|
||||
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
|
||||
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
|
||||
|
||||
if(m_swapChain != nullptr)
|
||||
{
|
||||
// If the swap chain already exists, resize it.
|
||||
DX::ThrowIfFailed(
|
||||
m_swapChain->ResizeBuffers(
|
||||
2, // Double-buffered swap chain.
|
||||
static_cast<UINT>(m_renderTargetSize.Width),
|
||||
static_cast<UINT>(m_renderTargetSize.Height),
|
||||
DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
0
|
||||
)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
|
||||
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
|
||||
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window.
|
||||
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
|
||||
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
|
||||
swapChainDesc.Stereo = false;
|
||||
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
|
||||
swapChainDesc.SampleDesc.Quality = 0;
|
||||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
|
||||
swapChainDesc.Scaling = DXGI_SCALING_NONE;
|
||||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
|
||||
swapChainDesc.Flags = 0;
|
||||
|
||||
ComPtr<IDXGIDevice1> dxgiDevice;
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice.As(&dxgiDevice)
|
||||
);
|
||||
|
||||
ComPtr<IDXGIAdapter> dxgiAdapter;
|
||||
DX::ThrowIfFailed(
|
||||
dxgiDevice->GetAdapter(&dxgiAdapter)
|
||||
);
|
||||
|
||||
ComPtr<IDXGIFactory2> dxgiFactory;
|
||||
DX::ThrowIfFailed(
|
||||
dxgiAdapter->GetParent(
|
||||
__uuidof(IDXGIFactory2),
|
||||
&dxgiFactory
|
||||
)
|
||||
);
|
||||
|
||||
Windows::UI::Core::CoreWindow^ window = m_window.Get();
|
||||
DX::ThrowIfFailed(
|
||||
dxgiFactory->CreateSwapChainForCoreWindow(
|
||||
m_d3dDevice.Get(),
|
||||
reinterpret_cast<IUnknown*>(window),
|
||||
&swapChainDesc,
|
||||
nullptr, // Allow on all displays.
|
||||
&m_swapChain
|
||||
)
|
||||
);
|
||||
|
||||
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
|
||||
// ensures that the application will only render after each VSync, minimizing power consumption.
|
||||
DX::ThrowIfFailed(
|
||||
dxgiDevice->SetMaximumFrameLatency(1)
|
||||
);
|
||||
}
|
||||
|
||||
// Set the proper orientation for the swap chain, and generate the
|
||||
// 3D matrix transformation for rendering to the rotated swap chain.
|
||||
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
|
||||
switch (m_orientation)
|
||||
{
|
||||
case DisplayOrientations::Landscape:
|
||||
rotation = DXGI_MODE_ROTATION_IDENTITY;
|
||||
m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
);
|
||||
break;
|
||||
|
||||
case DisplayOrientations::Portrait:
|
||||
rotation = DXGI_MODE_ROTATION_ROTATE270;
|
||||
m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
);
|
||||
break;
|
||||
|
||||
case DisplayOrientations::LandscapeFlipped:
|
||||
rotation = DXGI_MODE_ROTATION_ROTATE180;
|
||||
m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
|
||||
-1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, -1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
);
|
||||
break;
|
||||
|
||||
case DisplayOrientations::PortraitFlipped:
|
||||
rotation = DXGI_MODE_ROTATION_ROTATE90;
|
||||
m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
|
||||
0.0f, -1.0f, 0.0f, 0.0f,
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
);
|
||||
break;
|
||||
|
||||
default:
|
||||
throw ref new Platform::FailureException();
|
||||
}
|
||||
|
||||
DX::ThrowIfFailed(
|
||||
m_swapChain->SetRotation(rotation)
|
||||
);
|
||||
|
||||
// Create a render target view of the swap chain back buffer.
|
||||
ComPtr<ID3D11Texture2D> backBuffer;
|
||||
DX::ThrowIfFailed(
|
||||
m_swapChain->GetBuffer(
|
||||
0,
|
||||
__uuidof(ID3D11Texture2D),
|
||||
&backBuffer
|
||||
)
|
||||
);
|
||||
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateRenderTargetView(
|
||||
backBuffer.Get(),
|
||||
nullptr,
|
||||
&m_renderTargetView
|
||||
)
|
||||
);
|
||||
|
||||
// Create a depth stencil view.
|
||||
CD3D11_TEXTURE2D_DESC depthStencilDesc(
|
||||
DXGI_FORMAT_D24_UNORM_S8_UINT,
|
||||
static_cast<UINT>(m_renderTargetSize.Width),
|
||||
static_cast<UINT>(m_renderTargetSize.Height),
|
||||
1,
|
||||
1,
|
||||
D3D11_BIND_DEPTH_STENCIL
|
||||
);
|
||||
|
||||
ComPtr<ID3D11Texture2D> depthStencil;
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateTexture2D(
|
||||
&depthStencilDesc,
|
||||
nullptr,
|
||||
&depthStencil
|
||||
)
|
||||
);
|
||||
|
||||
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateDepthStencilView(
|
||||
depthStencil.Get(),
|
||||
&depthStencilViewDesc,
|
||||
&m_depthStencilView
|
||||
)
|
||||
);
|
||||
|
||||
// Set the rendering viewport to target the entire window.
|
||||
CD3D11_VIEWPORT viewport(
|
||||
0.0f,
|
||||
0.0f,
|
||||
m_renderTargetSize.Width,
|
||||
m_renderTargetSize.Height
|
||||
);
|
||||
|
||||
m_d3dContext->RSSetViewports(1, &viewport);
|
||||
}
|
||||
|
||||
// This method is called in the event handler for the SizeChanged event.
|
||||
void Direct3DBase::UpdateForWindowSizeChange()
|
||||
{
|
||||
if (m_window->Bounds.Width != m_windowBounds.Width ||
|
||||
m_window->Bounds.Height != m_windowBounds.Height ||
|
||||
m_orientation != DisplayProperties::CurrentOrientation)
|
||||
{
|
||||
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
||||
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
||||
m_renderTargetView = nullptr;
|
||||
m_depthStencilView = nullptr;
|
||||
m_d3dContext->Flush();
|
||||
CreateWindowSizeDependentResources();
|
||||
}
|
||||
}
|
||||
|
||||
// Method to deliver the final image to the display.
|
||||
void Direct3DBase::Present()
|
||||
{
|
||||
// The application may optionally specify "dirty" or "scroll"
|
||||
// rects to improve efficiency in certain scenarios.
|
||||
DXGI_PRESENT_PARAMETERS parameters = {0};
|
||||
parameters.DirtyRectsCount = 0;
|
||||
parameters.pDirtyRects = nullptr;
|
||||
parameters.pScrollRect = nullptr;
|
||||
parameters.pScrollOffset = nullptr;
|
||||
|
||||
// The first argument instructs DXGI to block until VSync, putting the application
|
||||
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
||||
// frames that will never be displayed to the screen.
|
||||
HRESULT hr = m_swapChain->Present1(1, 0, ¶meters);
|
||||
|
||||
// Discard the contents of the render target.
|
||||
// This is a valid operation only when the existing contents will be entirely
|
||||
// overwritten. If dirty or scroll rects are used, this call should be removed.
|
||||
m_d3dContext->DiscardView(m_renderTargetView.Get());
|
||||
|
||||
// Discard the contents of the depth stencil.
|
||||
m_d3dContext->DiscardView(m_depthStencilView.Get());
|
||||
|
||||
// If the device was removed either by a disconnect or a driver upgrade, we
|
||||
// must recreate all device resources.
|
||||
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
||||
{
|
||||
HandleDeviceLost();
|
||||
}
|
||||
else
|
||||
{
|
||||
DX::ThrowIfFailed(hr);
|
||||
}
|
||||
}
|
||||
|
||||
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
||||
float Direct3DBase::ConvertDipsToPixels(float dips)
|
||||
{
|
||||
static const float dipsPerInch = 96.0f;
|
||||
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
||||
}
|
||||
38
src/main/windowsrt/Direct3DBase.h
Normal file
38
src/main/windowsrt/Direct3DBase.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include "DirectXHelper.h"
|
||||
|
||||
// Helper class that initializes DirectX APIs for 3D rendering.
|
||||
ref class Direct3DBase abstract
|
||||
{
|
||||
internal:
|
||||
Direct3DBase();
|
||||
|
||||
public:
|
||||
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
|
||||
virtual void HandleDeviceLost();
|
||||
virtual void CreateDeviceResources();
|
||||
virtual void CreateWindowSizeDependentResources();
|
||||
virtual void UpdateForWindowSizeChange();
|
||||
virtual void Render() = 0;
|
||||
virtual void Present();
|
||||
virtual float ConvertDipsToPixels(float dips);
|
||||
|
||||
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<ID3D11DepthStencilView> m_depthStencilView;
|
||||
|
||||
// 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;
|
||||
|
||||
// Transform used for display orientation.
|
||||
DirectX::XMFLOAT4X4 m_orientationTransform3D;
|
||||
};
|
||||
36
src/main/windowsrt/DirectXHelper.h
Normal file
36
src/main/windowsrt/DirectXHelper.h
Normal file
@@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
|
||||
#include <wrl/client.h>
|
||||
#include <ppl.h>
|
||||
#include <ppltasks.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
inline void ThrowIfFailed(HRESULT hr)
|
||||
{
|
||||
if (FAILED(hr))
|
||||
{
|
||||
// Set a breakpoint on this line to catch Win32 API errors.
|
||||
throw Platform::Exception::CreateException(hr);
|
||||
}
|
||||
}
|
||||
|
||||
// Function that reads from a binary file asynchronously.
|
||||
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
|
||||
{
|
||||
using namespace Windows::Storage;
|
||||
using namespace Concurrency;
|
||||
|
||||
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
|
||||
|
||||
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
|
||||
{
|
||||
return FileIO::ReadBufferAsync(file);
|
||||
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
|
||||
{
|
||||
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
|
||||
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
|
||||
return fileData;
|
||||
});
|
||||
}
|
||||
}
|
||||
148
src/main/windowsrt/SDL_WinRTApp.cpp
Normal file
148
src/main/windowsrt/SDL_WinRTApp.cpp
Normal file
@@ -0,0 +1,148 @@
|
||||
#include "SDLmain_WinRT_common.h"
|
||||
#include "SDL_WinRTApp.h"
|
||||
#include "BasicTimer.h"
|
||||
|
||||
using namespace Windows::ApplicationModel;
|
||||
using namespace Windows::ApplicationModel::Core;
|
||||
using namespace Windows::ApplicationModel::Activation;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::System;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::Graphics::Display;
|
||||
using namespace concurrency;
|
||||
|
||||
SDL_WinRTApp::SDL_WinRTApp() :
|
||||
m_windowClosed(false),
|
||||
m_windowVisible(true)
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
|
||||
{
|
||||
applicationView->Activated +=
|
||||
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnActivated);
|
||||
|
||||
CoreApplication::Suspending +=
|
||||
ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
|
||||
|
||||
CoreApplication::Resuming +=
|
||||
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
|
||||
|
||||
m_renderer = ref new CubeRenderer();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::SetWindow(CoreWindow^ window)
|
||||
{
|
||||
window->SizeChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
|
||||
|
||||
window->VisibilityChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
|
||||
|
||||
window->Closed +=
|
||||
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
|
||||
|
||||
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
|
||||
|
||||
window->PointerPressed +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
|
||||
|
||||
window->PointerMoved +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
|
||||
|
||||
m_renderer->Initialize(CoreWindow::GetForCurrentThread());
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Load(Platform::String^ entryPoint)
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Run()
|
||||
{
|
||||
BasicTimer^ timer = ref new BasicTimer();
|
||||
|
||||
while (!m_windowClosed)
|
||||
{
|
||||
if (m_windowVisible)
|
||||
{
|
||||
timer->Update();
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
|
||||
m_renderer->Update(timer->Total, timer->Delta);
|
||||
m_renderer->Render();
|
||||
m_renderer->Present(); // This call is synchronized to the display frame rate.
|
||||
}
|
||||
else
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Uninitialize()
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
|
||||
{
|
||||
m_renderer->UpdateForWindowSizeChange();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
|
||||
{
|
||||
m_windowVisible = args->Visible;
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
|
||||
{
|
||||
m_windowClosed = true;
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
// Insert your code here.
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
// Insert your code here.
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->Activate();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
|
||||
{
|
||||
// Save app state asynchronously after requesting a deferral. Holding a deferral
|
||||
// indicates that the application is busy performing suspending operations. Be
|
||||
// aware that a deferral may not be held indefinitely. After about five seconds,
|
||||
// the app will be forced to exit.
|
||||
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
|
||||
|
||||
create_task([this, deferral]()
|
||||
{
|
||||
// Insert your code here.
|
||||
|
||||
deferral->Complete();
|
||||
});
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
|
||||
{
|
||||
// Restore any data or state that was unloaded on suspend. By default, data
|
||||
// and state are persisted when resuming from suspend. Note that this event
|
||||
// does not occur if the app was previously terminated.
|
||||
}
|
||||
|
||||
IFrameworkView^ Direct3DApplicationSource::CreateView()
|
||||
{
|
||||
return ref new SDL_WinRTApp();
|
||||
}
|
||||
|
||||
int SDL_WinRT_RunApplication(/*Platform::Array<Platform::String^>^*/)
|
||||
{
|
||||
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
|
||||
CoreApplication::Run(direct3DApplicationSource);
|
||||
return 0;
|
||||
}
|
||||
40
src/main/windowsrt/SDL_WinRTApp.h
Normal file
40
src/main/windowsrt/SDL_WinRTApp.h
Normal file
@@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
|
||||
#include "SDLmain_WinRT_common.h"
|
||||
#include "CubeRenderer.h"
|
||||
|
||||
ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
SDL_WinRTApp();
|
||||
|
||||
// IFrameworkView Methods.
|
||||
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
|
||||
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
|
||||
virtual void Load(Platform::String^ entryPoint);
|
||||
virtual void Run();
|
||||
virtual void Uninitialize();
|
||||
|
||||
protected:
|
||||
// Event Handlers.
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
|
||||
void OnLogicalDpiChanged(Platform::Object^ sender);
|
||||
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
|
||||
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
|
||||
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
|
||||
private:
|
||||
CubeRenderer^ m_renderer;
|
||||
bool m_windowClosed;
|
||||
bool m_windowVisible;
|
||||
};
|
||||
|
||||
ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
|
||||
};
|
||||
7
src/main/windowsrt/SDLmain_WinRT_common.h
Normal file
7
src/main/windowsrt/SDLmain_WinRT_common.h
Normal file
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <wrl/client.h>
|
||||
#include <d3d11_1.h>
|
||||
#include <DirectXMath.h>
|
||||
#include <memory>
|
||||
#include <agile.h>
|
||||
10
src/main/windowsrt/SimplePixelShader.hlsl
Normal file
10
src/main/windowsrt/SimplePixelShader.hlsl
Normal file
@@ -0,0 +1,10 @@
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float3 color : COLOR0;
|
||||
};
|
||||
|
||||
float4 main(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
return float4(input.color,1.0f);
|
||||
}
|
||||
35
src/main/windowsrt/SimpleVertexShader.hlsl
Normal file
35
src/main/windowsrt/SimpleVertexShader.hlsl
Normal file
@@ -0,0 +1,35 @@
|
||||
cbuffer ModelViewProjectionConstantBuffer : register(b0)
|
||||
{
|
||||
matrix model;
|
||||
matrix view;
|
||||
matrix projection;
|
||||
};
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float3 color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float3 color : COLOR0;
|
||||
};
|
||||
|
||||
VertexShaderOutput main(VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output;
|
||||
float4 pos = float4(input.pos, 1.0f);
|
||||
|
||||
// Transform the vertex position into projected space.
|
||||
pos = mul(pos, model);
|
||||
pos = mul(pos, view);
|
||||
pos = mul(pos, projection);
|
||||
output.pos = pos;
|
||||
|
||||
// Pass through the color without modification.
|
||||
output.color = input.color;
|
||||
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user