-
Notifications
You must be signed in to change notification settings - Fork 226
/
Bokeh12.h
114 lines (86 loc) · 3.79 KB
/
Bokeh12.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
//--------------------------------------------------------------------------------------
// AdvancedESRAM12.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "BokehEffect12.h"
class Sample
{
template <typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic Sample loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
// Properties
bool RequestHDRMode() const noexcept { return m_deviceResources ? (m_deviceResources->GetDeviceOptions() & DX::DeviceResources::c_EnableHDR) != 0 : false; }
private:
void Update(const DX::StepTimer& timer);
void Render();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void SetPredefinedScene(int index);
void CalculateCameraMatrix();
private:
// Represents an instance of a scene object.
struct ObjectInstance
{
using EffectList = DirectX::Model::EffectCollection;
DirectX::SimpleMath::Matrix world;
DirectX::Model* model;
EffectList effects;
};
private:
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
int m_displayWidth;
int m_displayHeight;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
std::unique_ptr<DX::GPUTimer> m_profiler;
// Input devices.
DirectX::GamePad m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::CommonStates> m_commonStates;
std::unique_ptr<DirectX::DescriptorPile> m_cpuPile;
std::unique_ptr<DirectX::DescriptorPile> m_srvPile;
std::unique_ptr<DirectX::DescriptorPile> m_rtvPile;
std::unique_ptr<DirectX::DescriptorPile> m_dsvPile;
std::unique_ptr<DirectX::EffectTextureFactory> m_textureFactory;
std::unique_ptr<DirectX::BasicPostProcess> m_copyShader;
// HUD
std::unique_ptr<DirectX::SpriteBatch> m_hudBatch;
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
// Assets & Scene
std::vector<std::unique_ptr<DirectX::Model>> m_models;
std::vector<ObjectInstance> m_scene;
std::unique_ptr<ATG::BokehEffect> m_bokehDOF;
ATG::BokehEffect::Parameters m_bokehParams;
ComPtr<ID3D12Resource> m_sceneColor;
ComPtr<ID3D12Resource> m_sceneDepth;
DirectX::XMMATRIX m_matView;
DirectX::XMMATRIX m_matProj;
DirectX::XMMATRIX m_matInvProj;
int m_presetScene;
float m_cameraAngle;
float m_cameraElevation;
float m_cameraDistance;
};