51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#pragma once
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#include "..\Common\DeviceResources.h"
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#include "ShaderStructures.h"
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#include "..\Common\StepTimer.h"
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namespace CameraRenderer_cpp
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{
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// This sample renderer instantiates a basic rendering pipeline.
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class Sample3DSceneRenderer
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{
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public:
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Sample3DSceneRenderer(const std::shared_ptr<DX::DeviceResources>& deviceResources);
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void CreateDeviceDependentResources();
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void CreateWindowSizeDependentResources();
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void ReleaseDeviceDependentResources();
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void Update(DX::StepTimer const& timer);
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void Render();
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void StartTracking();
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void TrackingUpdate(float positionX);
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void StopTracking();
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bool IsTracking() { return m_tracking; }
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private:
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void Rotate(float radians);
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private:
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// Cached pointer to device resources.
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std::shared_ptr<DX::DeviceResources> m_deviceResources;
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// Direct3D resources for cube geometry.
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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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// System resources for cube geometry.
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ModelViewProjectionConstantBuffer m_constantBufferData;
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uint32 m_indexCount;
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// Variables used with the rendering loop.
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bool m_loadingComplete;
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float m_degreesPerSecond;
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bool m_tracking;
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};
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}
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