template project, first version

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rachelchu
2017-10-11 15:01:05 +02:00
commit 8e902224cf
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//--------------------------------------------------------------------------------------
// File: Audio.h
//
// DirectXTK for Audio header
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <objbase.h>
#include <mmreg.h>
#include <audioclient.h>
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <xma2defs.h>
#pragma comment(lib,"acphal.lib")
#endif
#if defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#pragma comment(lib,"PhoneAudioSes.lib")
#endif
#ifndef XAUDIO2_HELPER_FUNCTIONS
#define XAUDIO2_HELPER_FUNCTIONS
#endif
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
#if defined(_MSC_VER) && (_MSC_VER < 1700)
#error DirectX Tool Kit for Audio does not support VS 2010 without the DirectX SDK
#endif
#include <xaudio2.h>
#include <xaudio2fx.h>
#include <x3daudio.h>
#include <xapofx.h>
#pragma comment(lib,"xaudio2.lib")
#else
// Using XAudio 2.7 requires the DirectX SDK
#include <C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\comdecl.h>
#include <C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\xaudio2.h>
#include <C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\xaudio2fx.h>
#include <C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\xapofx.h>
#pragma warning(push)
#pragma warning( disable : 4005 )
#include <C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\x3daudio.h>
#pragma warning(pop)
#pragma comment(lib,"x3daudio.lib")
#pragma comment(lib,"xapofx.lib")
#endif
#include <DirectXMath.h>
#include <stdint.h>
#include <functional>
#include <memory>
#include <string>
#include <vector>
namespace DirectX
{
class SoundEffectInstance;
//----------------------------------------------------------------------------------
struct AudioStatistics
{
size_t playingOneShots; // Number of one-shot sounds currently playing
size_t playingInstances; // Number of sound effect instances currently playing
size_t allocatedInstances; // Number of SoundEffectInstance allocated
size_t allocatedVoices; // Number of XAudio2 voices allocated (standard, 3D, one-shots, and idle one-shots)
size_t allocatedVoices3d; // Number of XAudio2 voices allocated for 3D
size_t allocatedVoicesOneShot; // Number of XAudio2 voices allocated for one-shot sounds
size_t allocatedVoicesIdle; // Number of XAudio2 voices allocated for one-shot sounds but not currently in use
size_t audioBytes; // Total wave data (in bytes) in SoundEffects and in-memory WaveBanks
#if defined(_XBOX_ONE) && defined(_TITLE)
size_t xmaAudioBytes; // Total wave data (in bytes) in SoundEffects and in-memory WaveBanks allocated with ApuAlloc
#endif
};
//----------------------------------------------------------------------------------
class IVoiceNotify
{
public:
virtual void __cdecl OnBufferEnd() = 0;
// Notfication that a voice buffer has finished
// Note this is called from XAudio2's worker thread, so it should perform very minimal and thread-safe operations
virtual void __cdecl OnCriticalError() = 0;
// Notification that the audio engine encountered a critical error
virtual void __cdecl OnReset() = 0;
// Notification of an audio engine reset
virtual void __cdecl OnUpdate() = 0;
// Notification of an audio engine per-frame update (opt-in)
virtual void __cdecl OnDestroyEngine() = 0;
// Notification that the audio engine is being destroyed
virtual void __cdecl OnTrim() = 0;
// Notification of a request to trim the voice pool
virtual void __cdecl GatherStatistics( AudioStatistics& stats ) const = 0;
// Contribute to statistics request
};
//----------------------------------------------------------------------------------
enum AUDIO_ENGINE_FLAGS
{
AudioEngine_Default = 0x0,
AudioEngine_EnvironmentalReverb = 0x1,
AudioEngine_ReverbUseFilters = 0x2,
AudioEngine_UseMasteringLimiter = 0x4,
AudioEngine_Debug = 0x10000,
AudioEngine_ThrowOnNoAudioHW = 0x20000,
AudioEngine_DisableVoiceReuse = 0x40000,
};
inline AUDIO_ENGINE_FLAGS operator|(AUDIO_ENGINE_FLAGS a, AUDIO_ENGINE_FLAGS b) { return static_cast<AUDIO_ENGINE_FLAGS>( static_cast<int>(a) | static_cast<int>(b) ); }
enum SOUND_EFFECT_INSTANCE_FLAGS
{
SoundEffectInstance_Default = 0x0,
SoundEffectInstance_Use3D = 0x1,
SoundEffectInstance_ReverbUseFilters = 0x2,
SoundEffectInstance_NoSetPitch = 0x4,
SoundEffectInstance_UseRedirectLFE = 0x10000,
};
inline SOUND_EFFECT_INSTANCE_FLAGS operator|(SOUND_EFFECT_INSTANCE_FLAGS a, SOUND_EFFECT_INSTANCE_FLAGS b) { return static_cast<SOUND_EFFECT_INSTANCE_FLAGS>( static_cast<int>(a) | static_cast<int>(b) ); }
enum AUDIO_ENGINE_REVERB
{
Reverb_Off,
Reverb_Default,
Reverb_Generic,
Reverb_Forest,
Reverb_PaddedCell,
Reverb_Room,
Reverb_Bathroom,
Reverb_LivingRoom,
Reverb_StoneRoom,
Reverb_Auditorium,
Reverb_ConcertHall,
Reverb_Cave,
Reverb_Arena,
Reverb_Hangar,
Reverb_CarpetedHallway,
Reverb_Hallway,
Reverb_StoneCorridor,
Reverb_Alley,
Reverb_City,
Reverb_Mountains,
Reverb_Quarry,
Reverb_Plain,
Reverb_ParkingLot,
Reverb_SewerPipe,
Reverb_Underwater,
Reverb_SmallRoom,
Reverb_MediumRoom,
Reverb_LargeRoom,
Reverb_MediumHall,
Reverb_LargeHall,
Reverb_Plate,
Reverb_MAX
};
enum SoundState
{
STOPPED = 0,
PLAYING,
PAUSED
};
//----------------------------------------------------------------------------------
class AudioEngine
{
public:
explicit AudioEngine( AUDIO_ENGINE_FLAGS flags = AudioEngine_Default, _In_opt_ const WAVEFORMATEX* wfx = nullptr, _In_opt_z_ const wchar_t* deviceId = nullptr,
AUDIO_STREAM_CATEGORY category = AudioCategory_GameEffects );
AudioEngine(AudioEngine&& moveFrom);
AudioEngine& operator= (AudioEngine&& moveFrom);
AudioEngine(AudioEngine const&) = delete;
AudioEngine& operator= (AudioEngine const&) = delete;
virtual ~AudioEngine();
bool __cdecl Update();
// Performs per-frame processing for the audio engine, returns false if in 'silent mode'
bool __cdecl Reset( _In_opt_ const WAVEFORMATEX* wfx = nullptr, _In_opt_z_ const wchar_t* deviceId = nullptr );
// Reset audio engine from critical error/silent mode using a new device; can also 'migrate' the graph
// Returns true if succesfully reset, false if in 'silent mode' due to no default device
// Note: One shots are lost, all SoundEffectInstances are in the STOPPED state after successful reset
void __cdecl Suspend();
void __cdecl Resume();
// Suspend/resumes audio processing (i.e. global pause/resume)
float __cdecl GetMasterVolume() const;
void __cdecl SetMasterVolume( float volume );
// Master volume property for all sounds
void __cdecl SetReverb( AUDIO_ENGINE_REVERB reverb );
void __cdecl SetReverb( _In_opt_ const XAUDIO2FX_REVERB_PARAMETERS* native );
// Sets environmental reverb for 3D positional audio (if active)
void __cdecl SetMasteringLimit( int release, int loudness );
// Sets the mastering volume limiter properties (if active)
AudioStatistics __cdecl GetStatistics() const;
// Gathers audio engine statistics
WAVEFORMATEXTENSIBLE __cdecl GetOutputFormat() const;
// Returns the format consumed by the mastering voice (which is the same as the device output if defaults are used)
uint32_t __cdecl GetChannelMask() const;
// Returns the output channel mask
int __cdecl GetOutputChannels() const;
// Returns the number of output channels
bool __cdecl IsAudioDevicePresent() const;
// Returns true if the audio graph is operating normally, false if in 'silent mode'
bool __cdecl IsCriticalError() const;
// Returns true if the audio graph is halted due to a critical error (which also places the engine into 'silent mode')
// Voice pool management.
void __cdecl SetDefaultSampleRate( int sampleRate );
// Sample rate for voices in the reuse pool (defaults to 44100)
void __cdecl SetMaxVoicePool( size_t maxOneShots, size_t maxInstances );
// Maximum number of voices to allocate for one-shots and instances
// Note: one-shots over this limit are ignored; too many instance voices throws an exception
void __cdecl TrimVoicePool();
// Releases any currently unused voices
// Internal-use functions
void __cdecl AllocateVoice( _In_ const WAVEFORMATEX* wfx, SOUND_EFFECT_INSTANCE_FLAGS flags, bool oneshot, _Outptr_result_maybenull_ IXAudio2SourceVoice** voice );
void __cdecl DestroyVoice( _In_ IXAudio2SourceVoice* voice );
// Should only be called for instance voices, not one-shots
void __cdecl RegisterNotify( _In_ IVoiceNotify* notify, bool usesUpdate );
void __cdecl UnregisterNotify( _In_ IVoiceNotify* notify, bool usesOneShots, bool usesUpdate );
// XAudio2 interface access
IXAudio2* __cdecl GetInterface() const;
IXAudio2MasteringVoice* __cdecl GetMasterVoice() const;
IXAudio2SubmixVoice* __cdecl GetReverbVoice() const;
X3DAUDIO_HANDLE& __cdecl Get3DHandle() const;
// Static functions
struct RendererDetail
{
std::wstring deviceId;
std::wstring description;
};
static std::vector<RendererDetail> __cdecl GetRendererDetails();
// Returns a list of valid audio endpoint devices
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
class WaveBank
{
public:
WaveBank( _In_ AudioEngine* engine, _In_z_ const wchar_t* wbFileName );
WaveBank(WaveBank&& moveFrom);
WaveBank& operator= (WaveBank&& moveFrom);
WaveBank(WaveBank const&) = delete;
WaveBank& operator= (WaveBank const&) = delete;
virtual ~WaveBank();
void __cdecl Play( int index );
void __cdecl Play( int index, float volume, float pitch, float pan );
void __cdecl Play( _In_z_ const char* name );
void __cdecl Play( _In_z_ const char* name, float volume, float pitch, float pan );
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance( int index, SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default );
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance( _In_z_ const char* name, SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default );
bool __cdecl IsPrepared() const;
bool __cdecl IsInUse() const;
bool __cdecl IsStreamingBank() const;
size_t __cdecl GetSampleSizeInBytes( int index ) const;
// Returns size of wave audio data
size_t __cdecl GetSampleDuration( int index ) const;
// Returns the duration in samples
size_t __cdecl GetSampleDurationMS( int index ) const;
// Returns the duration in milliseconds
const WAVEFORMATEX* __cdecl GetFormat( int index, _Out_writes_bytes_(maxsize) WAVEFORMATEX* wfx, size_t maxsize ) const;
int __cdecl Find( _In_z_ const char* name ) const;
#if defined(_XBOX_ONE) || (_WIN32_WINNT < _WIN32_WINNT_WIN8) || (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/ )
bool __cdecl FillSubmitBuffer( int index, _Out_ XAUDIO2_BUFFER& buffer, _Out_ XAUDIO2_BUFFER_WMA& wmaBuffer ) const;
#else
void __cdecl FillSubmitBuffer( int index, _Out_ XAUDIO2_BUFFER& buffer ) const;
#endif
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private interface
void __cdecl UnregisterInstance( _In_ SoundEffectInstance* instance );
friend class SoundEffectInstance;
};
//----------------------------------------------------------------------------------
class SoundEffect
{
public:
SoundEffect( _In_ AudioEngine* engine, _In_z_ const wchar_t* waveFileName );
SoundEffect( _In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes );
SoundEffect( _In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes,
uint32_t loopStart, uint32_t loopLength );
#if defined(_XBOX_ONE) || (_WIN32_WINNT < _WIN32_WINNT_WIN8) || (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/)
SoundEffect( _In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes,
_In_reads_(seekCount) const uint32_t* seekTable, size_t seekCount );
#endif
SoundEffect(SoundEffect&& moveFrom);
SoundEffect& operator= (SoundEffect&& moveFrom);
SoundEffect(SoundEffect const&) = delete;
SoundEffect& operator= (SoundEffect const&) = delete;
virtual ~SoundEffect();
void __cdecl Play();
void __cdecl Play(float volume, float pitch, float pan);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance( SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default );
bool __cdecl IsInUse() const;
size_t __cdecl GetSampleSizeInBytes() const;
// Returns size of wave audio data
size_t __cdecl GetSampleDuration() const;
// Returns the duration in samples
size_t __cdecl GetSampleDurationMS() const;
// Returns the duration in milliseconds
const WAVEFORMATEX* __cdecl GetFormat() const;
#if defined(_XBOX_ONE) || (_WIN32_WINNT < _WIN32_WINNT_WIN8) || (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/)
bool __cdecl FillSubmitBuffer( _Out_ XAUDIO2_BUFFER& buffer, _Out_ XAUDIO2_BUFFER_WMA& wmaBuffer ) const;
#else
void __cdecl FillSubmitBuffer( _Out_ XAUDIO2_BUFFER& buffer ) const;
#endif
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private interface
void __cdecl UnregisterInstance( _In_ SoundEffectInstance* instance );
friend class SoundEffectInstance;
};
//----------------------------------------------------------------------------------
struct AudioListener : public X3DAUDIO_LISTENER
{
AudioListener()
{
memset( this, 0, sizeof(X3DAUDIO_LISTENER) );
OrientFront.z = -1.f;
OrientTop.y = 1.f;
}
void XM_CALLCONV SetPosition( FXMVECTOR v )
{
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Position ), v );
}
void __cdecl SetPosition( const XMFLOAT3& pos )
{
Position.x = pos.x;
Position.y = pos.y;
Position.z = pos.z;
}
void XM_CALLCONV SetVelocity( FXMVECTOR v )
{
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Velocity ), v );
}
void __cdecl SetVelocity( const XMFLOAT3& vel )
{
Velocity.x = vel.x;
Velocity.y = vel.y;
Velocity.z = vel.z;
}
void XM_CALLCONV SetOrientation( FXMVECTOR forward, FXMVECTOR up )
{
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientFront ), forward );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientTop ), up );
}
void __cdecl SetOrientation( const XMFLOAT3& forward, const XMFLOAT3& up )
{
OrientFront.x = forward.x; OrientTop.x = up.x;
OrientFront.y = forward.y; OrientTop.y = up.y;
OrientFront.z = forward.z; OrientTop.z = up.z;
}
void XM_CALLCONV SetOrientationFromQuaternion( FXMVECTOR quat )
{
XMVECTOR forward = XMVector3Rotate( g_XMIdentityR2, quat );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientFront ), forward );
XMVECTOR up = XMVector3Rotate( g_XMIdentityR1, quat );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientTop ), up );
}
void XM_CALLCONV Update( FXMVECTOR newPos, XMVECTOR upDir, float dt )
// Updates velocity and orientation by tracking changes in position over time...
{
if ( dt > 0.f )
{
XMVECTOR lastPos = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( &Position ) );
XMVECTOR vDelta = ( newPos - lastPos );
XMVECTOR v = vDelta / dt;
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Velocity ), v );
vDelta = XMVector3Normalize( vDelta );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientFront ), vDelta );
v = XMVector3Cross( upDir, vDelta );
v = XMVector3Normalize( v );
v = XMVector3Cross( vDelta, v );
v = XMVector3Normalize( v );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientTop ), v );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Position ), newPos );
}
}
};
//----------------------------------------------------------------------------------
struct AudioEmitter : public X3DAUDIO_EMITTER
{
float EmitterAzimuths[XAUDIO2_MAX_AUDIO_CHANNELS];
AudioEmitter()
{
memset( this, 0, sizeof(X3DAUDIO_EMITTER) );
memset( EmitterAzimuths, 0, sizeof(EmitterAzimuths) );
OrientFront.z = -1.f;
OrientTop.y =
ChannelRadius =
CurveDistanceScaler =
DopplerScaler = 1.f;
ChannelCount = 1;
pChannelAzimuths = EmitterAzimuths;
InnerRadiusAngle = X3DAUDIO_PI / 4.0f;
}
void XM_CALLCONV SetPosition( FXMVECTOR v )
{
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Position ), v );
}
void __cdecl SetPosition( const XMFLOAT3& pos )
{
Position.x = pos.x;
Position.y = pos.y;
Position.z = pos.z;
}
void XM_CALLCONV SetVelocity( FXMVECTOR v )
{
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Velocity ), v );
}
void __cdecl SetVelocity( const XMFLOAT3& vel )
{
Velocity.x = vel.x;
Velocity.y = vel.y;
Velocity.z = vel.z;
}
void XM_CALLCONV SetOrientation( FXMVECTOR forward, FXMVECTOR up )
{
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientFront ), forward );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientTop ), up );
}
void __cdecl SetOrientation( const XMFLOAT3& forward, const XMFLOAT3& up )
{
OrientFront.x = forward.x; OrientTop.x = up.x;
OrientFront.y = forward.y; OrientTop.y = up.y;
OrientFront.z = forward.z; OrientTop.z = up.z;
}
void XM_CALLCONV SetOrientationFromQuaternion( FXMVECTOR quat )
{
XMVECTOR forward = XMVector3Rotate( g_XMIdentityR2, quat );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientFront ), forward );
XMVECTOR up = XMVector3Rotate( g_XMIdentityR1, quat );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientTop ), up );
}
void XM_CALLCONV Update( FXMVECTOR newPos, XMVECTOR upDir, float dt )
// Updates velocity and orientation by tracking changes in position over time...
{
if ( dt > 0.f )
{
XMVECTOR lastPos = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( &Position ) );
XMVECTOR vDelta = ( newPos - lastPos );
XMVECTOR v = vDelta / dt;
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Velocity ), v );
vDelta = XMVector3Normalize( vDelta );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientFront ), vDelta );
v = XMVector3Cross( upDir, vDelta );
v = XMVector3Normalize( v );
v = XMVector3Cross( vDelta, v );
v = XMVector3Normalize( v );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &OrientTop ), v );
XMStoreFloat3( reinterpret_cast<XMFLOAT3*>( &Position ), newPos );
}
}
};
//----------------------------------------------------------------------------------
class SoundEffectInstance
{
public:
SoundEffectInstance(SoundEffectInstance&& moveFrom);
SoundEffectInstance& operator= (SoundEffectInstance&& moveFrom);
SoundEffectInstance(SoundEffectInstance const&) = delete;
SoundEffectInstance& operator= (SoundEffectInstance const&) = delete;
virtual ~SoundEffectInstance();
void __cdecl Play( bool loop = false );
void __cdecl Stop( bool immediate = true );
void __cdecl Pause();
void __cdecl Resume();
void __cdecl SetVolume( float volume );
void __cdecl SetPitch( float pitch );
void __cdecl SetPan( float pan );
void __cdecl Apply3D( const AudioListener& listener, const AudioEmitter& emitter, bool rhcoords = true );
bool __cdecl IsLooped() const;
SoundState __cdecl GetState();
// Notifications.
void __cdecl OnDestroyParent();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private constructors
SoundEffectInstance( _In_ AudioEngine* engine, _In_ SoundEffect* effect, SOUND_EFFECT_INSTANCE_FLAGS flags );
SoundEffectInstance( _In_ AudioEngine* engine, _In_ WaveBank* effect, int index, SOUND_EFFECT_INSTANCE_FLAGS flags );
friend std::unique_ptr<SoundEffectInstance> __cdecl SoundEffect::CreateInstance( SOUND_EFFECT_INSTANCE_FLAGS );
friend std::unique_ptr<SoundEffectInstance> __cdecl WaveBank::CreateInstance( int, SOUND_EFFECT_INSTANCE_FLAGS );
};
//----------------------------------------------------------------------------------
class DynamicSoundEffectInstance
{
public:
DynamicSoundEffectInstance( _In_ AudioEngine* engine,
_In_opt_ std::function<void __cdecl(DynamicSoundEffectInstance*)> bufferNeeded,
int sampleRate, int channels, int sampleBits = 16,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default );
DynamicSoundEffectInstance(DynamicSoundEffectInstance&& moveFrom);
DynamicSoundEffectInstance& operator= (DynamicSoundEffectInstance&& moveFrom);
DynamicSoundEffectInstance(DynamicSoundEffectInstance const&) = delete;
DynamicSoundEffectInstance& operator= (DynamicSoundEffectInstance const&) = delete;
virtual ~DynamicSoundEffectInstance();
void __cdecl Play();
void __cdecl Stop( bool immediate = true );
void __cdecl Pause();
void __cdecl Resume();
void __cdecl SetVolume( float volume );
void __cdecl SetPitch( float pitch );
void __cdecl SetPan( float pan );
void __cdecl Apply3D( const AudioListener& listener, const AudioEmitter& emitter, bool rhcoords = true );
void __cdecl SubmitBuffer( _In_reads_bytes_(audioBytes) const uint8_t* pAudioData, size_t audioBytes );
void __cdecl SubmitBuffer( _In_reads_bytes_(audioBytes) const uint8_t* pAudioData, uint32_t offset, size_t audioBytes );
SoundState __cdecl GetState();
size_t __cdecl GetSampleDuration( size_t bytes ) const;
// Returns duration in samples of a buffer of a given size
size_t __cdecl GetSampleDurationMS( size_t bytes ) const;
// Returns duration in milliseconds of a buffer of a given size
size_t __cdecl GetSampleSizeInBytes( uint64_t duration ) const;
// Returns size of a buffer for a duration given in milliseconds
int __cdecl GetPendingBufferCount() const;
const WAVEFORMATEX* __cdecl GetFormat() const;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: CommonStates.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <memory>
namespace DirectX
{
class CommonStates
{
public:
explicit CommonStates(_In_ ID3D11Device* device);
CommonStates(CommonStates&& moveFrom);
CommonStates& operator= (CommonStates&& moveFrom);
CommonStates(CommonStates const&) = delete;
CommonStates& operator= (CommonStates const&) = delete;
virtual ~CommonStates();
// Blend states.
ID3D11BlendState* __cdecl Opaque() const;
ID3D11BlendState* __cdecl AlphaBlend() const;
ID3D11BlendState* __cdecl Additive() const;
ID3D11BlendState* __cdecl NonPremultiplied() const;
// Depth stencil states.
ID3D11DepthStencilState* __cdecl DepthNone() const;
ID3D11DepthStencilState* __cdecl DepthDefault() const;
ID3D11DepthStencilState* __cdecl DepthRead() const;
// Rasterizer states.
ID3D11RasterizerState* __cdecl CullNone() const;
ID3D11RasterizerState* __cdecl CullClockwise() const;
ID3D11RasterizerState* __cdecl CullCounterClockwise() const;
ID3D11RasterizerState* __cdecl Wireframe() const;
// Sampler states.
ID3D11SamplerState* __cdecl PointWrap() const;
ID3D11SamplerState* __cdecl PointClamp() const;
ID3D11SamplerState* __cdecl LinearWrap() const;
ID3D11SamplerState* __cdecl LinearClamp() const;
ID3D11SamplerState* __cdecl AnisotropicWrap() const;
ID3D11SamplerState* __cdecl AnisotropicClamp() const;
private:
// Private implementation.
class Impl;
std::shared_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: DDSTextureLoader.h
//
// Functions for loading a DDS texture and creating a Direct3D runtime resource for it
//
// Note these functions are useful as a light-weight runtime loader for DDS files. For
// a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <stdint.h>
namespace DirectX
{
enum DDS_ALPHA_MODE
{
DDS_ALPHA_MODE_UNKNOWN = 0,
DDS_ALPHA_MODE_STRAIGHT = 1,
DDS_ALPHA_MODE_PREMULTIPLIED = 2,
DDS_ALPHA_MODE_OPAQUE = 3,
DDS_ALPHA_MODE_CUSTOM = 4,
};
// Standard version
HRESULT __cdecl CreateDDSTextureFromMemory(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
HRESULT __cdecl CreateDDSTextureFromFile(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
// Standard version with optional auto-gen mipmap support
HRESULT __cdecl CreateDDSTextureFromMemory(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
HRESULT __cdecl CreateDDSTextureFromFile(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
// Extended version
HRESULT __cdecl CreateDDSTextureFromMemoryEx(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
HRESULT __cdecl CreateDDSTextureFromFileEx(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
// Extended version with optional auto-gen mipmap support
HRESULT __cdecl CreateDDSTextureFromMemoryEx(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
HRESULT __cdecl CreateDDSTextureFromFileEx(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ bool forceSRGB,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr);
}

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//--------------------------------------------------------------------------------------
// File: DirectXHelpers.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if !defined(_XBOX_ONE) || !defined(_TITLE)
#pragma comment(lib,"dxguid.lib")
#endif
#endif
#ifndef IID_GRAPHICS_PPV_ARGS
#define IID_GRAPHICS_PPV_ARGS(x) IID_PPV_ARGS(x)
#endif
#include <exception>
#include <stdint.h>
//
// The core Direct3D headers provide the following helper C++ classes
// CD3D11_RECT
// CD3D11_BOX
// CD3D11_DEPTH_STENCIL_DESC
// CD3D11_BLEND_DESC, CD3D11_BLEND_DESC1
// CD3D11_RASTERIZER_DESC, CD3D11_RASTERIZER_DESC1
// CD3D11_BUFFER_DESC
// CD3D11_TEXTURE1D_DESC
// CD3D11_TEXTURE2D_DESC
// CD3D11_TEXTURE3D_DESC
// CD3D11_SHADER_RESOURCE_VIEW_DESC
// CD3D11_RENDER_TARGET_VIEW_DESC
// CD3D11_VIEWPORT
// CD3D11_DEPTH_STENCIL_VIEW_DESC
// CD3D11_UNORDERED_ACCESS_VIEW_DESC
// CD3D11_SAMPLER_DESC
// CD3D11_QUERY_DESC
// CD3D11_COUNTER_DESC
//
namespace DirectX
{
// simliar to std::lock_guard for exception-safe Direct3D resource locking
class MapGuard : public D3D11_MAPPED_SUBRESOURCE
{
public:
MapGuard( _In_ ID3D11DeviceContext* context,
_In_ ID3D11Resource *resource,
_In_ UINT subresource,
_In_ D3D11_MAP mapType,
_In_ UINT mapFlags )
: mContext(context), mResource(resource), mSubresource(subresource)
{
HRESULT hr = mContext->Map( resource, subresource, mapType, mapFlags, this );
if (FAILED(hr))
{
throw std::exception();
}
}
~MapGuard()
{
mContext->Unmap( mResource, mSubresource );
}
uint8_t* get() const
{
return reinterpret_cast<uint8_t*>( pData );
}
uint8_t* get(size_t slice) const
{
return reinterpret_cast<uint8_t*>( pData ) + ( slice * DepthPitch );
}
uint8_t* scanline(size_t row) const
{
return reinterpret_cast<uint8_t*>( pData ) + ( row * RowPitch );
}
uint8_t* scanline(size_t slice, size_t row) const
{
return reinterpret_cast<uint8_t*>( pData ) + ( slice * DepthPitch ) + ( row * RowPitch );
}
private:
ID3D11DeviceContext* mContext;
ID3D11Resource* mResource;
UINT mSubresource;
MapGuard(MapGuard const&);
MapGuard& operator= (MapGuard const&);
};
// Helper sets a D3D resource name string (used by PIX and debug layer leak reporting).
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const char (&name)[TNameLength])
{
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if defined(_XBOX_ONE) && defined(_TITLE)
wchar_t wname[MAX_PATH];
int result = MultiByteToWideChar( CP_ACP, MB_PRECOMPOSED, name, TNameLength, wname, MAX_PATH );
if ( result > 0 )
{
resource->SetName( wname );
}
#else
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, name);
#endif
#else
UNREFERENCED_PARAMETER(resource);
UNREFERENCED_PARAMETER(name);
#endif
}
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const wchar_t (&name)[TNameLength])
{
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if defined(_XBOX_ONE) && defined(_TITLE)
resource->SetName( name );
#else
char aname[MAX_PATH];
int result = WideCharToMultiByte( CP_ACP, 0, name, TNameLength, aname, MAX_PATH, nullptr, nullptr );
if ( result > 0 )
{
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, aname);
}
#endif
#else
UNREFERENCED_PARAMETER(resource);
UNREFERENCED_PARAMETER(name);
#endif
}
}

691
DirectXTK/Inc/Effects.h Normal file
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//--------------------------------------------------------------------------------------
// File: Effects.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
#include <memory>
namespace DirectX
{
//----------------------------------------------------------------------------------
// Abstract interface representing any effect which can be applied onto a D3D device context.
class IEffect
{
public:
virtual ~IEffect() { }
virtual void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) = 0;
virtual void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) = 0;
};
// Abstract interface for effects with world, view, and projection matrices.
class IEffectMatrices
{
public:
virtual ~IEffectMatrices() { }
virtual void XM_CALLCONV SetWorld(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetView(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetProjection(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection);
};
// Abstract interface for effects which support directional lighting.
class IEffectLights
{
public:
virtual ~IEffectLights() { }
virtual void __cdecl SetLightingEnabled(bool value) = 0;
virtual void __cdecl SetPerPixelLighting(bool value) = 0;
virtual void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) = 0;
virtual void __cdecl SetLightEnabled(int whichLight, bool value) = 0;
virtual void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) = 0;
virtual void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) = 0;
virtual void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) = 0;
virtual void __cdecl EnableDefaultLighting() = 0;
static const int MaxDirectionalLights = 3;
};
// Abstract interface for effects which support fog.
class IEffectFog
{
public:
virtual ~IEffectFog() { }
virtual void __cdecl SetFogEnabled(bool value) = 0;
virtual void __cdecl SetFogStart(float value) = 0;
virtual void __cdecl SetFogEnd(float value) = 0;
virtual void XM_CALLCONV SetFogColor(FXMVECTOR value) = 0;
};
// Abstract interface for effects which support skinning
class IEffectSkinning
{
public:
virtual ~IEffectSkinning() { }
virtual void __cdecl SetWeightsPerVertex(int value) = 0;
virtual void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) = 0;
virtual void __cdecl ResetBoneTransforms() = 0;
static const int MaxBones = 72;
};
//----------------------------------------------------------------------------------
// Built-in shader supports optional texture mapping, vertex coloring, directional lighting, and fog.
class BasicEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
explicit BasicEffect(_In_ ID3D11Device* device);
BasicEffect(BasicEffect&& moveFrom);
BasicEffect& operator= (BasicEffect&& moveFrom);
BasicEffect(BasicEffect const&) = delete;
BasicEffect& operator= (BasicEffect const&) = delete;
virtual ~BasicEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Light settings.
void __cdecl SetLightingEnabled(bool value) override;
void __cdecl SetPerPixelLighting(bool value) override;
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture setting.
void __cdecl SetTextureEnabled(bool value);
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Normal compression settings.
void __cdecl SetBiasedVertexNormals(bool value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
// Built-in shader supports per-pixel alpha testing.
class AlphaTestEffect : public IEffect, public IEffectMatrices, public IEffectFog
{
public:
explicit AlphaTestEffect(_In_ ID3D11Device* device);
AlphaTestEffect(AlphaTestEffect&& moveFrom);
AlphaTestEffect& operator= (AlphaTestEffect&& moveFrom);
AlphaTestEffect(AlphaTestEffect const&) = delete;
AlphaTestEffect& operator= (AlphaTestEffect const&) = delete;
virtual ~AlphaTestEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture setting.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Alpha test settings.
void __cdecl SetAlphaFunction(D3D11_COMPARISON_FUNC value);
void __cdecl SetReferenceAlpha(int value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
// Built-in shader supports two layer multitexturing (eg. for lightmaps or detail textures).
class DualTextureEffect : public IEffect, public IEffectMatrices, public IEffectFog
{
public:
explicit DualTextureEffect(_In_ ID3D11Device* device);
DualTextureEffect(DualTextureEffect&& moveFrom);
DualTextureEffect& operator= (DualTextureEffect&& moveFrom);
DualTextureEffect(DualTextureEffect const&) = delete;
DualTextureEffect& operator= (DualTextureEffect const&) = delete;
~DualTextureEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture settings.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetTexture2(_In_opt_ ID3D11ShaderResourceView* value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
// Built-in shader supports cubic environment mapping.
class EnvironmentMapEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
explicit EnvironmentMapEffect(_In_ ID3D11Device* device);
EnvironmentMapEffect(EnvironmentMapEffect&& moveFrom);
EnvironmentMapEffect& operator= (EnvironmentMapEffect&& moveFrom);
EnvironmentMapEffect(EnvironmentMapEffect const&) = delete;
EnvironmentMapEffect& operator= (EnvironmentMapEffect const&) = delete;
virtual ~EnvironmentMapEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Light settings.
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetPerPixelLighting(bool value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Texture setting.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Environment map settings.
void __cdecl SetEnvironmentMap(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetEnvironmentMapAmount(float value);
void XM_CALLCONV SetEnvironmentMapSpecular(FXMVECTOR value);
void __cdecl SetFresnelFactor(float value);
// Normal compression settings.
void __cdecl SetBiasedVertexNormals(bool value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface methods.
void __cdecl SetLightingEnabled(bool value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
};
// Built-in shader supports skinned animation.
class SkinnedEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog, public IEffectSkinning
{
public:
explicit SkinnedEffect(_In_ ID3D11Device* device);
SkinnedEffect(SkinnedEffect&& moveFrom);
SkinnedEffect& operator= (SkinnedEffect&& moveFrom);
SkinnedEffect(SkinnedEffect const&) = delete;
SkinnedEffect& operator= (SkinnedEffect const&) = delete;
virtual ~SkinnedEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Light settings.
void __cdecl SetPerPixelLighting(bool value) override;
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Texture setting.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Animation settings.
void __cdecl SetWeightsPerVertex(int value) override;
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
void __cdecl ResetBoneTransforms() override;
// Normal compression settings.
void __cdecl SetBiasedVertexNormals(bool value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface method.
void __cdecl SetLightingEnabled(bool value) override;
};
//----------------------------------------------------------------------------------
// Built-in effect for Visual Studio Shader Designer (DGSL) shaders
class DGSLEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectSkinning
{
public:
explicit DGSLEffect( _In_ ID3D11Device* device, _In_opt_ ID3D11PixelShader* pixelShader = nullptr,
_In_ bool enableSkinning = false );
DGSLEffect(DGSLEffect&& moveFrom);
DGSLEffect& operator= (DGSLEffect&& moveFrom);
DGSLEffect(DGSLEffect const&) = delete;
DGSLEffect& operator= (DGSLEffect const&) = delete;
virtual ~DGSLEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetAmbientColor(FXMVECTOR value);
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Additional settings.
void XM_CALLCONV SetUVTransform(FXMMATRIX value);
void __cdecl SetViewport( float width, float height );
void __cdecl SetTime( float time );
void __cdecl SetAlphaDiscardEnable(bool value);
// Light settings.
void __cdecl SetLightingEnabled(bool value) override;
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
static const int MaxDirectionalLights = 4;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture settings.
void __cdecl SetTextureEnabled(bool value);
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetTexture(int whichTexture, _In_opt_ ID3D11ShaderResourceView* value);
static const int MaxTextures = 8;
// Animation setting.
void __cdecl SetWeightsPerVertex(int value) override;
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
void __cdecl ResetBoneTransforms() override;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface methods.
void __cdecl SetPerPixelLighting(bool value) override;
};
//----------------------------------------------------------------------------------
// Built-in shader extends BasicEffect with normal maps and optional specular maps
class NormalMapEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
explicit NormalMapEffect(_In_ ID3D11Device* device);
NormalMapEffect(NormalMapEffect&& moveFrom);
NormalMapEffect& operator= (NormalMapEffect&& moveFrom);
NormalMapEffect(NormalMapEffect const&) = delete;
NormalMapEffect& operator= (NormalMapEffect const&) = delete;
virtual ~NormalMapEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Light settings.
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture setting - albedo, normal and specular intensity
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetNormalTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetSpecularTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Normal compression settings.
void __cdecl SetBiasedVertexNormalsAndTangents(bool value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface methods.
void __cdecl SetLightingEnabled(bool value) override;
void __cdecl SetPerPixelLighting(bool value) override;
};
//----------------------------------------------------------------------------------
// Abstract interface to factory for sharing effects and texture resources
class IEffectFactory
{
public:
virtual ~IEffectFactory() {}
struct EffectInfo
{
const wchar_t* name;
bool perVertexColor;
bool enableSkinning;
bool enableDualTexture;
bool enableNormalMaps;
bool biasedVertexNormals;
float specularPower;
float alpha;
DirectX::XMFLOAT3 ambientColor;
DirectX::XMFLOAT3 diffuseColor;
DirectX::XMFLOAT3 specularColor;
DirectX::XMFLOAT3 emissiveColor;
const wchar_t* diffuseTexture;
const wchar_t* specularTexture;
const wchar_t* normalTexture;
EffectInfo() { memset( this, 0, sizeof(EffectInfo) ); };
};
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) = 0;
virtual void __cdecl CreateTexture( _In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) = 0;
};
// Factory for sharing effects and texture resources
class EffectFactory : public IEffectFactory
{
public:
explicit EffectFactory(_In_ ID3D11Device* device);
EffectFactory(EffectFactory&& moveFrom);
EffectFactory& operator= (EffectFactory&& moveFrom);
EffectFactory(EffectFactory const&) = delete;
EffectFactory& operator= (EffectFactory const&) = delete;
virtual ~EffectFactory();
// IEffectFactory methods.
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) override;
virtual void __cdecl CreateTexture( _In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) override;
// Settings.
void __cdecl ReleaseCache();
void __cdecl SetSharing( bool enabled );
void __cdecl EnableNormalMapEffect( bool enabled );
void __cdecl EnableForceSRGB( bool forceSRGB );
void __cdecl SetDirectory( _In_opt_z_ const wchar_t* path );
private:
// Private implementation.
class Impl;
std::shared_ptr<Impl> pImpl;
};
// Factory for sharing Visual Studio Shader Designer (DGSL) shaders and texture resources
class DGSLEffectFactory : public IEffectFactory
{
public:
explicit DGSLEffectFactory(_In_ ID3D11Device* device);
DGSLEffectFactory(DGSLEffectFactory&& moveFrom);
DGSLEffectFactory& operator= (DGSLEffectFactory&& moveFrom);
DGSLEffectFactory(DGSLEffectFactory const&) = delete;
DGSLEffectFactory& operator= (DGSLEffectFactory const&) = delete;
virtual ~DGSLEffectFactory();
// IEffectFactory methods.
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) override;
virtual void __cdecl CreateTexture( _In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) override;
// DGSL methods.
struct DGSLEffectInfo : public EffectInfo
{
static const int BaseTextureOffset = 3;
const wchar_t* textures[DGSLEffect::MaxTextures - BaseTextureOffset];
const wchar_t* pixelShader;
DGSLEffectInfo() { memset( this, 0, sizeof(DGSLEffectInfo) ); };
};
virtual std::shared_ptr<IEffect> __cdecl CreateDGSLEffect( _In_ const DGSLEffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext );
virtual void __cdecl CreatePixelShader( _In_z_ const wchar_t* shader, _Outptr_ ID3D11PixelShader** pixelShader );
// Settings.
void __cdecl ReleaseCache();
void __cdecl SetSharing( bool enabled );
void __cdecl EnableForceSRGB( bool forceSRGB );
void __cdecl SetDirectory( _In_opt_z_ const wchar_t* path );
private:
// Private implementation.
class Impl;
std::shared_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: GamePad.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if (_WIN32_WINNT < 0x0A00 /*_WIN32_WINNT_WIN10*/)
#ifndef _XBOX_ONE
#if !defined(WINAPI_FAMILY) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/ )
#pragma comment(lib,"xinput.lib")
#else
#pragma comment(lib,"xinput9_1_0.lib")
#endif
#endif
#endif
#endif
#include <memory>
#include <stdint.h>
#if (_WIN32_WINNT >= _WIN32_WINNT_WIN10)
#include <string>
#endif
namespace DirectX
{
class GamePad
{
public:
GamePad();
GamePad(GamePad&& moveFrom);
GamePad& operator= (GamePad&& moveFrom);
GamePad(GamePad const&) = delete;
GamePad& operator=(GamePad const&) = delete;
virtual ~GamePad();
#if (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/ ) || defined(_XBOX_ONE)
static const int MAX_PLAYER_COUNT = 8;
#else
static const int MAX_PLAYER_COUNT = 4;
#endif
enum DeadZone
{
DEAD_ZONE_INDEPENDENT_AXES = 0,
DEAD_ZONE_CIRCULAR,
DEAD_ZONE_NONE,
};
struct Buttons
{
bool a;
bool b;
bool x;
bool y;
bool leftStick;
bool rightStick;
bool leftShoulder;
bool rightShoulder;
union
{
bool back;
bool view;
};
union
{
bool start;
bool menu;
};
};
struct DPad
{
bool up;
bool down;
bool right;
bool left;
};
struct ThumbSticks
{
float leftX;
float leftY;
float rightX;
float rightY;
};
struct Triggers
{
float left;
float right;
};
struct State
{
bool connected;
uint64_t packet;
Buttons buttons;
DPad dpad;
ThumbSticks thumbSticks;
Triggers triggers;
bool __cdecl IsConnected() const { return connected; }
// Is the button pressed currently?
bool __cdecl IsAPressed() const { return buttons.a; }
bool __cdecl IsBPressed() const { return buttons.b; }
bool __cdecl IsXPressed() const { return buttons.x; }
bool __cdecl IsYPressed() const { return buttons.y; }
bool __cdecl IsLeftStickPressed() const { return buttons.leftStick; }
bool __cdecl IsRightStickPressed() const { return buttons.rightStick; }
bool __cdecl IsLeftShoulderPressed() const { return buttons.leftShoulder; }
bool __cdecl IsRightShoulderPressed() const { return buttons.rightShoulder; }
bool __cdecl IsBackPressed() const { return buttons.back; }
bool __cdecl IsViewPressed() const { return buttons.view; }
bool __cdecl IsStartPressed() const { return buttons.start; }
bool __cdecl IsMenuPressed() const { return buttons.menu; }
bool __cdecl IsDPadDownPressed() const { return dpad.down; };
bool __cdecl IsDPadUpPressed() const { return dpad.up; };
bool __cdecl IsDPadLeftPressed() const { return dpad.left; };
bool __cdecl IsDPadRightPressed() const { return dpad.right; };
bool __cdecl IsLeftThumbStickUp() const { return (thumbSticks.leftY > 0.5f) != 0; }
bool __cdecl IsLeftThumbStickDown() const { return (thumbSticks.leftY < -0.5f) != 0; }
bool __cdecl IsLeftThumbStickLeft() const { return (thumbSticks.leftX < -0.5f) != 0; }
bool __cdecl IsLeftThumbStickRight() const { return (thumbSticks.leftX > 0.5f) != 0; }
bool __cdecl IsRightThumbStickUp() const { return (thumbSticks.rightY > 0.5f ) != 0; }
bool __cdecl IsRightThumbStickDown() const { return (thumbSticks.rightY < -0.5f) != 0; }
bool __cdecl IsRightThumbStickLeft() const { return (thumbSticks.rightX < -0.5f) != 0; }
bool __cdecl IsRightThumbStickRight() const { return (thumbSticks.rightX > 0.5f) != 0; }
bool __cdecl IsLeftTriggerPressed() const { return (triggers.left > 0.5f) != 0; }
bool __cdecl IsRightTriggerPressed() const { return (triggers.right > 0.5f) != 0; }
};
struct Capabilities
{
enum Type
{
UNKNOWN = 0,
GAMEPAD,
WHEEL,
ARCADE_STICK,
FLIGHT_STICK,
DANCE_PAD,
GUITAR,
GUITAR_ALTERNATE,
DRUM_KIT,
GUITAR_BASS = 11,
ARCADE_PAD = 19,
};
bool connected;
Type gamepadType;
#if (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/)
std::wstring id;
#else
uint64_t id;
#endif
bool __cdecl IsConnected() const { return connected; }
};
class ButtonStateTracker
{
public:
enum ButtonState
{
UP = 0, // Button is up
HELD = 1, // Button is held down
RELEASED = 2, // Button was just released
PRESSED = 3, // Buton was just pressed
};
ButtonState a;
ButtonState b;
ButtonState x;
ButtonState y;
ButtonState leftStick;
ButtonState rightStick;
ButtonState leftShoulder;
ButtonState rightShoulder;
union
{
ButtonState back;
ButtonState view;
};
union
{
ButtonState start;
ButtonState menu;
};
ButtonState dpadUp;
ButtonState dpadDown;
ButtonState dpadLeft;
ButtonState dpadRight;
ButtonState leftStickUp;
ButtonState leftStickDown;
ButtonState leftStickLeft;
ButtonState leftStickRight;
ButtonState rightStickUp;
ButtonState rightStickDown;
ButtonState rightStickLeft;
ButtonState rightStickRight;
ButtonState leftTrigger;
ButtonState rightTrigger;
ButtonStateTracker() { Reset(); }
void __cdecl Update( const State& state );
void __cdecl Reset();
State __cdecl GetLastState() const { return lastState; }
private:
State lastState;
};
// Retrieve the current state of the gamepad of the associated player index
State __cdecl GetState(int player, DeadZone deadZoneMode = DEAD_ZONE_INDEPENDENT_AXES);
// Retrieve the current capabilities of the gamepad of the associated player index
Capabilities __cdecl GetCapabilities(int player);
// Set the vibration motor speeds of the gamepad
bool __cdecl SetVibration( int player, float leftMotor, float rightMotor, float leftTrigger = 0.f, float rightTrigger = 0.f );
// Handle suspending/resuming
void __cdecl Suspend();
void __cdecl Resume();
#if (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/ ) || defined(_XBOX_ONE)
void __cdecl RegisterEvents(void* ctrlChanged, void* userChanged);
#endif
// Singleton
static GamePad& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: GeometricPrimitive.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include "VertexTypes.h"
#include <DirectXColors.h>
#include <functional>
#include <memory>
#include <vector>
namespace DirectX
{
class IEffect;
class GeometricPrimitive
{
public:
GeometricPrimitive(GeometricPrimitive const&) = delete;
GeometricPrimitive& operator= (GeometricPrimitive const&) = delete;
virtual ~GeometricPrimitive();
// Factory methods.
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCube (_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateBox (_In_ ID3D11DeviceContext* deviceContext, const XMFLOAT3& size, bool rhcoords = true, bool invertn = false);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateSphere (_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, size_t tessellation = 16, bool rhcoords = true, bool invertn = false);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateGeoSphere (_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, size_t tessellation = 3, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCylinder (_In_ ID3D11DeviceContext* deviceContext, float height = 1, float diameter = 1, size_t tessellation = 32, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCone (_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, float height = 1, size_t tessellation = 32, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateTorus (_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, float thickness = 0.333f, size_t tessellation = 32, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateTetrahedron (_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateOctahedron (_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateDodecahedron (_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateIcosahedron (_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateTeapot (_In_ ID3D11DeviceContext* deviceContext, float size = 1, size_t tessellation = 8, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCustom (_In_ ID3D11DeviceContext* deviceContext, const std::vector<VertexPositionNormalTexture>& vertices, const std::vector<uint16_t>& indices);
static void __cdecl CreateCube (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateBox (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, const XMFLOAT3& size, bool rhcoords = true, bool invertn = false);
static void __cdecl CreateSphere (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter = 1, size_t tessellation = 16, bool rhcoords = true, bool invertn = false);
static void __cdecl CreateGeoSphere (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter = 1, size_t tessellation = 3, bool rhcoords = true);
static void __cdecl CreateCylinder (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float height = 1, float diameter = 1, size_t tessellation = 32, bool rhcoords = true);
static void __cdecl CreateCone (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter = 1, float height = 1, size_t tessellation = 32, bool rhcoords = true);
static void __cdecl CreateTorus (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter = 1, float thickness = 0.333f, size_t tessellation = 32, bool rhcoords = true);
static void __cdecl CreateTetrahedron (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateOctahedron (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateDodecahedron (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateIcosahedron (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateTeapot (std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size = 1, size_t tessellation = 8, bool rhcoords = true);
// Draw the primitive.
void XM_CALLCONV Draw(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection, FXMVECTOR color = Colors::White, _In_opt_ ID3D11ShaderResourceView* texture = nullptr, bool wireframe = false,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr ) const;
// Draw the primitive using a custom effect.
void __cdecl Draw( _In_ IEffect* effect, _In_ ID3D11InputLayout* inputLayout, bool alpha = false, bool wireframe = false,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr ) const;
// Create input layout for drawing with a custom effect.
void __cdecl CreateInputLayout( _In_ IEffect* effect, _Outptr_ ID3D11InputLayout** inputLayout ) const;
private:
GeometricPrimitive();
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: GraphicsMemory.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <memory>
namespace DirectX
{
class GraphicsMemory
{
public:
#if defined(_XBOX_ONE) && defined(_TITLE)
GraphicsMemory(_In_ ID3D11DeviceX* device, UINT backBufferCount = 2);
#else
GraphicsMemory(_In_ ID3D11Device* device, UINT backBufferCount = 2);
#endif
GraphicsMemory(GraphicsMemory&& moveFrom);
GraphicsMemory& operator= (GraphicsMemory&& moveFrom);
GraphicsMemory(GraphicsMemory const&) = delete;
GraphicsMemory& operator=(GraphicsMemory const&) = delete;
virtual ~GraphicsMemory();
void* __cdecl Allocate(_In_opt_ ID3D11DeviceContext* context, size_t size, int alignment);
void __cdecl Commit();
// Singleton
static GraphicsMemory& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: Keyboard.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <memory>
#include <stdint.h>
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)
namespace ABI { namespace Windows { namespace UI { namespace Core { struct ICoreWindow; } } } }
#endif
namespace DirectX
{
class Keyboard
{
public:
Keyboard();
Keyboard(Keyboard&& moveFrom);
Keyboard& operator= (Keyboard&& moveFrom);
Keyboard(Keyboard const&) = delete;
Keyboard& operator=(Keyboard const&) = delete;
virtual ~Keyboard();
enum Keys
{
None = 0,
Back = 0x8,
Tab = 0x9,
Enter = 0xd,
Pause = 0x13,
CapsLock = 0x14,
Kana = 0x15,
Kanji = 0x19,
Escape = 0x1b,
ImeConvert = 0x1c,
ImeNoConvert = 0x1d,
Space = 0x20,
PageUp = 0x21,
PageDown = 0x22,
End = 0x23,
Home = 0x24,
Left = 0x25,
Up = 0x26,
Right = 0x27,
Down = 0x28,
Select = 0x29,
Print = 0x2a,
Execute = 0x2b,
PrintScreen = 0x2c,
Insert = 0x2d,
Delete = 0x2e,
Help = 0x2f,
D0 = 0x30,
D1 = 0x31,
D2 = 0x32,
D3 = 0x33,
D4 = 0x34,
D5 = 0x35,
D6 = 0x36,
D7 = 0x37,
D8 = 0x38,
D9 = 0x39,
A = 0x41,
B = 0x42,
C = 0x43,
D = 0x44,
E = 0x45,
F = 0x46,
G = 0x47,
H = 0x48,
I = 0x49,
J = 0x4a,
K = 0x4b,
L = 0x4c,
M = 0x4d,
N = 0x4e,
O = 0x4f,
P = 0x50,
Q = 0x51,
R = 0x52,
S = 0x53,
T = 0x54,
U = 0x55,
V = 0x56,
W = 0x57,
X = 0x58,
Y = 0x59,
Z = 0x5a,
LeftWindows = 0x5b,
RightWindows = 0x5c,
Apps = 0x5d,
Sleep = 0x5f,
NumPad0 = 0x60,
NumPad1 = 0x61,
NumPad2 = 0x62,
NumPad3 = 0x63,
NumPad4 = 0x64,
NumPad5 = 0x65,
NumPad6 = 0x66,
NumPad7 = 0x67,
NumPad8 = 0x68,
NumPad9 = 0x69,
Multiply = 0x6a,
Add = 0x6b,
Separator = 0x6c,
Subtract = 0x6d,
Decimal = 0x6e,
Divide = 0x6f,
F1 = 0x70,
F2 = 0x71,
F3 = 0x72,
F4 = 0x73,
F5 = 0x74,
F6 = 0x75,
F7 = 0x76,
F8 = 0x77,
F9 = 0x78,
F10 = 0x79,
F11 = 0x7a,
F12 = 0x7b,
F13 = 0x7c,
F14 = 0x7d,
F15 = 0x7e,
F16 = 0x7f,
F17 = 0x80,
F18 = 0x81,
F19 = 0x82,
F20 = 0x83,
F21 = 0x84,
F22 = 0x85,
F23 = 0x86,
F24 = 0x87,
NumLock = 0x90,
Scroll = 0x91,
LeftShift = 0xa0,
RightShift = 0xa1,
LeftControl = 0xa2,
RightControl = 0xa3,
LeftAlt = 0xa4,
RightAlt = 0xa5,
BrowserBack = 0xa6,
BrowserForward = 0xa7,
BrowserRefresh = 0xa8,
BrowserStop = 0xa9,
BrowserSearch = 0xaa,
BrowserFavorites = 0xab,
BrowserHome = 0xac,
VolumeMute = 0xad,
VolumeDown = 0xae,
VolumeUp = 0xaf,
MediaNextTrack = 0xb0,
MediaPreviousTrack = 0xb1,
MediaStop = 0xb2,
MediaPlayPause = 0xb3,
LaunchMail = 0xb4,
SelectMedia = 0xb5,
LaunchApplication1 = 0xb6,
LaunchApplication2 = 0xb7,
OemSemicolon = 0xba,
OemPlus = 0xbb,
OemComma = 0xbc,
OemMinus = 0xbd,
OemPeriod = 0xbe,
OemQuestion = 0xbf,
OemTilde = 0xc0,
OemOpenBrackets = 0xdb,
OemPipe = 0xdc,
OemCloseBrackets = 0xdd,
OemQuotes = 0xde,
Oem8 = 0xdf,
OemBackslash = 0xe2,
ProcessKey = 0xe5,
OemCopy = 0xf2,
OemAuto = 0xf3,
OemEnlW = 0xf4,
Attn = 0xf6,
Crsel = 0xf7,
Exsel = 0xf8,
EraseEof = 0xf9,
Play = 0xfa,
Zoom = 0xfb,
Pa1 = 0xfd,
OemClear = 0xfe,
};
struct State
{
bool Reserved0 : 8;
bool Back : 1; // VK_BACK, 0x8
bool Tab : 1; // VK_TAB, 0x9
bool Reserved1 : 3;
bool Enter : 1; // VK_RETURN, 0xD
bool Reserved2 : 2;
bool Reserved3 : 3;
bool Pause : 1; // VK_PAUSE, 0x13
bool CapsLock : 1; // VK_CAPITAL, 0x14
bool Kana : 1; // VK_KANA, 0x15
bool Reserved4 : 2;
bool Reserved5 : 1;
bool Kanji : 1; // VK_KANJI, 0x19
bool Reserved6 : 1;
bool Escape : 1; // VK_ESCAPE, 0x1B
bool ImeConvert : 1; // VK_CONVERT, 0x1C
bool ImeNoConvert : 1; // VK_NONCONVERT, 0x1D
bool Reserved7 : 2;
bool Space : 1; // VK_SPACE, 0x20
bool PageUp : 1; // VK_PRIOR, 0x21
bool PageDown : 1; // VK_NEXT, 0x22
bool End : 1; // VK_END, 0x23
bool Home : 1; // VK_HOME, 0x24
bool Left : 1; // VK_LEFT, 0x25
bool Up : 1; // VK_UP, 0x26
bool Right : 1; // VK_RIGHT, 0x27
bool Down : 1; // VK_DOWN, 0x28
bool Select : 1; // VK_SELECT, 0x29
bool Print : 1; // VK_PRINT, 0x2A
bool Execute : 1; // VK_EXECUTE, 0x2B
bool PrintScreen : 1; // VK_SNAPSHOT, 0x2C
bool Insert : 1; // VK_INSERT, 0x2D
bool Delete : 1; // VK_DELETE, 0x2E
bool Help : 1; // VK_HELP, 0x2F
bool D0 : 1; // 0x30
bool D1 : 1; // 0x31
bool D2 : 1; // 0x32
bool D3 : 1; // 0x33
bool D4 : 1; // 0x34
bool D5 : 1; // 0x35
bool D6 : 1; // 0x36
bool D7 : 1; // 0x37
bool D8 : 1; // 0x38
bool D9 : 1; // 0x39
bool Reserved8 : 6;
bool Reserved9 : 1;
bool A : 1; // 0x41
bool B : 1; // 0x42
bool C : 1; // 0x43
bool D : 1; // 0x44
bool E : 1; // 0x45
bool F : 1; // 0x46
bool G : 1; // 0x47
bool H : 1; // 0x48
bool I : 1; // 0x49
bool J : 1; // 0x4A
bool K : 1; // 0x4B
bool L : 1; // 0x4C
bool M : 1; // 0x4D
bool N : 1; // 0x4E
bool O : 1; // 0x4F
bool P : 1; // 0x50
bool Q : 1; // 0x51
bool R : 1; // 0x52
bool S : 1; // 0x53
bool T : 1; // 0x54
bool U : 1; // 0x55
bool V : 1; // 0x56
bool W : 1; // 0x57
bool X : 1; // 0x58
bool Y : 1; // 0x59
bool Z : 1; // 0x5A
bool LeftWindows : 1; // VK_LWIN, 0x5B
bool RightWindows : 1; // VK_RWIN, 0x5C
bool Apps : 1; // VK_APPS, 0x5D
bool Reserved10 : 1;
bool Sleep : 1; // VK_SLEEP, 0x5F
bool NumPad0 : 1; // VK_NUMPAD0, 0x60
bool NumPad1 : 1; // VK_NUMPAD1, 0x61
bool NumPad2 : 1; // VK_NUMPAD2, 0x62
bool NumPad3 : 1; // VK_NUMPAD3, 0x63
bool NumPad4 : 1; // VK_NUMPAD4, 0x64
bool NumPad5 : 1; // VK_NUMPAD5, 0x65
bool NumPad6 : 1; // VK_NUMPAD6, 0x66
bool NumPad7 : 1; // VK_NUMPAD7, 0x67
bool NumPad8 : 1; // VK_NUMPAD8, 0x68
bool NumPad9 : 1; // VK_NUMPAD9, 0x69
bool Multiply : 1; // VK_MULTIPLY, 0x6A
bool Add : 1; // VK_ADD, 0x6B
bool Separator : 1; // VK_SEPARATOR, 0x6C
bool Subtract : 1; // VK_SUBTRACT, 0x6D
bool Decimal : 1; // VK_DECIMANL, 0x6E
bool Divide : 1; // VK_DIVIDE, 0x6F
bool F1 : 1; // VK_F1, 0x70
bool F2 : 1; // VK_F2, 0x71
bool F3 : 1; // VK_F3, 0x72
bool F4 : 1; // VK_F4, 0x73
bool F5 : 1; // VK_F5, 0x74
bool F6 : 1; // VK_F6, 0x75
bool F7 : 1; // VK_F7, 0x76
bool F8 : 1; // VK_F8, 0x77
bool F9 : 1; // VK_F9, 0x78
bool F10 : 1; // VK_F10, 0x79
bool F11 : 1; // VK_F11, 0x7A
bool F12 : 1; // VK_F12, 0x7B
bool F13 : 1; // VK_F13, 0x7C
bool F14 : 1; // VK_F14, 0x7D
bool F15 : 1; // VK_F15, 0x7E
bool F16 : 1; // VK_F16, 0x7F
bool F17 : 1; // VK_F17, 0x80
bool F18 : 1; // VK_F18, 0x81
bool F19 : 1; // VK_F19, 0x82
bool F20 : 1; // VK_F20, 0x83
bool F21 : 1; // VK_F21, 0x84
bool F22 : 1; // VK_F22, 0x85
bool F23 : 1; // VK_F23, 0x86
bool F24 : 1; // VK_F24, 0x87
bool Reserved11 : 8;
bool NumLock : 1; // VK_NUMLOCK, 0x90
bool Scroll : 1; // VK_SCROLL, 0x91
bool Reserved12 : 6;
bool Reserved13 : 8;
bool LeftShift : 1; // VK_LSHIFT, 0xA0
bool RightShift : 1; // VK_RSHIFT, 0xA1
bool LeftControl : 1; // VK_LCONTROL, 0xA2
bool RightControl : 1; // VK_RCONTROL, 0xA3
bool LeftAlt : 1; // VK_LMENU, 0xA4
bool RightAlt : 1; // VK_RMENU, 0xA5
bool BrowserBack : 1; // VK_BROWSER_BACK, 0xA6
bool BrowserForward : 1; // VK_BROWSER_FORWARD, 0xA7
bool BrowserRefresh : 1; // VK_BROWSER_REFRESH, 0xA8
bool BrowserStop : 1; // VK_BROWSER_STOP, 0xA9
bool BrowserSearch : 1; // VK_BROWSER_SEARCH, 0xAA
bool BrowserFavorites : 1; // VK_BROWSER_FAVORITES, 0xAB
bool BrowserHome : 1; // VK_BROWSER_HOME, 0xAC
bool VolumeMute : 1; // VK_VOLUME_MUTE, 0xAD
bool VolumeDown : 1; // VK_VOLUME_DOWN, 0xAE
bool VolumeUp : 1; // VK_VOLUME_UP, 0xAF
bool MediaNextTrack : 1; // VK_MEDIA_NEXT_TRACK, 0xB0
bool MediaPreviousTrack : 1;// VK_MEDIA_PREV_TRACK, 0xB1
bool MediaStop : 1; // VK_MEDIA_STOP, 0xB2
bool MediaPlayPause : 1; // VK_MEDIA_PLAY_PAUSE, 0xB3
bool LaunchMail : 1; // VK_LAUNCH_MAIL, 0xB4
bool SelectMedia : 1; // VK_LAUNCH_MEDIA_SELECT, 0xB5
bool LaunchApplication1 : 1;// VK_LAUNCH_APP1, 0xB6
bool LaunchApplication2 : 1;// VK_LAUNCH_APP2, 0xB7
bool Reserved14 : 2;
bool OemSemicolon : 1; // VK_OEM_1, 0xBA
bool OemPlus : 1; // VK_OEM_PLUS, 0xBB
bool OemComma : 1; // VK_OEM_COMMA, 0xBC
bool OemMinus : 1; // VK_OEM_MINUS, 0xBD
bool OemPeriod : 1; // VK_OEM_PERIOD, 0xBE
bool OemQuestion : 1; // VK_OEM_2, 0xBF
bool OemTilde : 1; // VK_OEM_3, 0xC0
bool Reserved15 : 7;
bool Reserved16 : 8;
bool Reserved17 : 8;
bool Reserved18 : 3;
bool OemOpenBrackets : 1; // VK_OEM_4, 0xDB
bool OemPipe : 1; // VK_OEM_5, 0xDC
bool OemCloseBrackets : 1; // VK_OEM_6, 0xDD
bool OemQuotes : 1; // VK_OEM_7, 0xDE
bool Oem8 : 1; // VK_OEM_8, 0xDF
bool Reserved19 : 2;
bool OemBackslash : 1; // VK_OEM_102, 0xE2
bool Reserved20 : 2;
bool ProcessKey : 1; // VK_PROCESSKEY, 0xE5
bool Reserved21 : 2;
bool Reserved22 : 8;
bool Reserved23 : 2;
bool OemCopy : 1; // 0XF2
bool OemAuto : 1; // 0xF3
bool OemEnlW : 1; // 0xF4
bool Reserved24 : 1;
bool Attn : 1; // VK_ATTN, 0xF6
bool Crsel : 1; // VK_CRSEL, 0xF7
bool Exsel : 1; // VK_EXSEL, 0xF8
bool EraseEof : 1; // VK_EREOF, 0xF9
bool Play : 1; // VK_PLAY, 0xFA
bool Zoom : 1; // VK_ZOOM, 0xFB
bool Reserved25 : 1;
bool Pa1 : 1; // VK_PA1, 0xFD
bool OemClear : 1; // VK_OEM_CLEAR, 0xFE
bool Reserved26: 1;
bool __cdecl IsKeyDown(Keys key) const
{
if (key >= 0 && key <= 0xfe)
{
auto ptr = reinterpret_cast<const uint32_t*>(this);
unsigned int bf = 1u << (key & 0x1f);
return (ptr[(key >> 5)] & bf) != 0;
}
return false;
}
bool __cdecl IsKeyUp(Keys key) const
{
if (key >= 0 && key <= 0xfe)
{
auto ptr = reinterpret_cast<const uint32_t*>(this);
unsigned int bf = 1u << (key & 0x1f);
return (ptr[(key >> 5)] & bf) == 0;
}
return false;
}
};
class KeyboardStateTracker
{
public:
State released;
State pressed;
KeyboardStateTracker() { Reset(); }
void __cdecl Update(const State& state);
void __cdecl Reset();
bool __cdecl IsKeyPressed(Keys key) const { return pressed.IsKeyDown(key); }
bool __cdecl IsKeyReleased(Keys key) const { return released.IsKeyDown(key); }
State __cdecl GetLastState() const { return lastState; }
public:
State lastState;
};
// Retrieve the current state of the keyboard
State __cdecl GetState() const;
// Reset the keyboard state
void __cdecl Reset();
// Feature detection
bool __cdecl IsConnected() const;
#if !defined(WINAPI_FAMILY) || (WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP) && defined(WM_USER)
static void __cdecl ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam);
#endif
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)
void __cdecl SetWindow(ABI::Windows::UI::Core::ICoreWindow* window);
#ifdef __cplusplus_winrt
void __cdecl SetWindow(Windows::UI::Core::CoreWindow^ window)
{
// See https://msdn.microsoft.com/en-us/library/hh755802.aspx
SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
}
#endif
#endif
// Singleton
static Keyboard& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: Model.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
#include <DirectXCollision.h>
#include <memory>
#include <functional>
#include <set>
#include <string>
#include <vector>
#include <stdint.h>
#include <wrl\client.h>
namespace DirectX
{
class IEffect;
class IEffectFactory;
class CommonStates;
class ModelMesh;
//----------------------------------------------------------------------------------
// Each mesh part is a submesh with a single effect
class ModelMeshPart
{
public:
ModelMeshPart();
virtual ~ModelMeshPart();
uint32_t indexCount;
uint32_t startIndex;
uint32_t vertexOffset;
uint32_t vertexStride;
D3D_PRIMITIVE_TOPOLOGY primitiveType;
DXGI_FORMAT indexFormat;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> indexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
std::shared_ptr<IEffect> effect;
std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> vbDecl;
bool isAlpha;
typedef std::vector<std::unique_ptr<ModelMeshPart>> Collection;
// Draw mesh part with custom effect
void __cdecl Draw( _In_ ID3D11DeviceContext* deviceContext, _In_ IEffect* ieffect, _In_ ID3D11InputLayout* iinputLayout,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr ) const;
// Create input layout for drawing with a custom effect.
void __cdecl CreateInputLayout( _In_ ID3D11Device* d3dDevice, _In_ IEffect* ieffect, _Outptr_ ID3D11InputLayout** iinputLayout ) const;
// Change effect used by part and regenerate input layout (be sure to call Model::Modified as well)
void __cdecl ModifyEffect( _In_ ID3D11Device* d3dDevice, _In_ std::shared_ptr<IEffect>& ieffect, bool isalpha = false );
};
//----------------------------------------------------------------------------------
// A mesh consists of one or more model mesh parts
class ModelMesh
{
public:
ModelMesh();
virtual ~ModelMesh();
BoundingSphere boundingSphere;
BoundingBox boundingBox;
ModelMeshPart::Collection meshParts;
std::wstring name;
bool ccw;
bool pmalpha;
typedef std::vector<std::shared_ptr<ModelMesh>> Collection;
// Setup states for drawing mesh
void __cdecl PrepareForRendering( _In_ ID3D11DeviceContext* deviceContext, const CommonStates& states, bool alpha = false, bool wireframe = false ) const;
// Draw the mesh
void XM_CALLCONV Draw( _In_ ID3D11DeviceContext* deviceContext, FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool alpha = false, _In_opt_ std::function<void __cdecl()> setCustomState = nullptr ) const;
};
//----------------------------------------------------------------------------------
// A model consists of one or more meshes
class Model
{
public:
virtual ~Model();
ModelMesh::Collection meshes;
std::wstring name;
// Draw all the meshes in the model
void XM_CALLCONV Draw( _In_ ID3D11DeviceContext* deviceContext, const CommonStates& states, FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool wireframe = false, _In_opt_ std::function<void __cdecl()> setCustomState = nullptr ) const;
// Notify model that effects, parts list, or mesh list has changed
void __cdecl Modified() { mEffectCache.clear(); }
// Update all effects used by the model
void __cdecl UpdateEffects( _In_ std::function<void __cdecl(IEffect*)> setEffect );
// Loads a model from a Visual Studio Starter Kit .CMO file
static std::unique_ptr<Model> __cdecl CreateFromCMO( _In_ ID3D11Device* d3dDevice, _In_reads_bytes_(dataSize) const uint8_t* meshData, size_t dataSize,
_In_ IEffectFactory& fxFactory, bool ccw = true, bool pmalpha = false );
static std::unique_ptr<Model> __cdecl CreateFromCMO( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory, bool ccw = true, bool pmalpha = false );
// Loads a model from a DirectX SDK .SDKMESH file
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH( _In_ ID3D11Device* d3dDevice, _In_reads_bytes_(dataSize) const uint8_t* meshData, _In_ size_t dataSize,
_In_ IEffectFactory& fxFactory, bool ccw = false, bool pmalpha = false );
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory, bool ccw = false, bool pmalpha = false );
// Loads a model from a .VBO file
static std::unique_ptr<Model> __cdecl CreateFromVBO( _In_ ID3D11Device* d3dDevice, _In_reads_bytes_(dataSize) const uint8_t* meshData, _In_ size_t dataSize,
_In_opt_ std::shared_ptr<IEffect> ieffect = nullptr, bool ccw = false, bool pmalpha = false );
static std::unique_ptr<Model> __cdecl CreateFromVBO( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName,
_In_opt_ std::shared_ptr<IEffect> ieffect = nullptr, bool ccw = false, bool pmalpha = false );
private:
std::set<IEffect*> mEffectCache;
};
}

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//--------------------------------------------------------------------------------------
// File: Mouse.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <memory>
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)
namespace ABI { namespace Windows { namespace UI { namespace Core { struct ICoreWindow; } } } }
#endif
namespace DirectX
{
class Mouse
{
public:
Mouse();
Mouse(Mouse&& moveFrom);
Mouse& operator= (Mouse&& moveFrom);
Mouse(Mouse const&) = delete;
Mouse& operator=(Mouse const&) = delete;
virtual ~Mouse();
enum Mode
{
MODE_ABSOLUTE = 0,
MODE_RELATIVE,
};
struct State
{
bool leftButton;
bool middleButton;
bool rightButton;
bool xButton1;
bool xButton2;
int x;
int y;
int scrollWheelValue;
Mode positionMode;
};
class ButtonStateTracker
{
public:
enum ButtonState
{
UP = 0, // Button is up
HELD = 1, // Button is held down
RELEASED = 2, // Button was just released
PRESSED = 3, // Buton was just pressed
};
ButtonState leftButton;
ButtonState middleButton;
ButtonState rightButton;
ButtonState xButton1;
ButtonState xButton2;
ButtonStateTracker() { Reset(); }
void __cdecl Update( const State& state );
void __cdecl Reset();
State __cdecl GetLastState() const { return lastState; }
private:
State lastState;
};
// Retrieve the current state of the mouse
State __cdecl GetState() const;
// Resets the accumulated scroll wheel value
void __cdecl ResetScrollWheelValue();
// Sets mouse mode (defaults to absolute)
void __cdecl SetMode(Mode mode);
// Feature detection
bool __cdecl IsConnected() const;
#if !defined(WINAPI_FAMILY) || (WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP) && defined(WM_USER)
void __cdecl SetWindow(HWND window);
static void __cdecl ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam);
#endif
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)
void __cdecl SetWindow(ABI::Windows::UI::Core::ICoreWindow* window);
#ifdef __cplusplus_winrt
void __cdecl SetWindow(Windows::UI::Core::CoreWindow^ window)
{
// See https://msdn.microsoft.com/en-us/library/hh755802.aspx
SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
}
#endif
static void __cdecl SetDpi(float dpi);
#endif
// Singleton
static Mouse& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: PostProcess.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#error Post-processing not supported for Windows Phone 8.x; requires Direct3D hardware Feature Level 10.0 or better
#endif
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
#include <memory>
#include <functional>
namespace DirectX
{
//----------------------------------------------------------------------------------
// Abstract interface representing a post-process pass
class IPostProcess
{
public:
virtual ~IPostProcess() { }
virtual void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext, _In_opt_ std::function<void __cdecl()> setCustomState = nullptr) = 0;
};
//----------------------------------------------------------------------------------
// Basic post-process
class BasicPostProcess : public IPostProcess
{
public:
enum Effect
{
Copy,
Monochrome,
Sepia,
DownScale_2x2,
DownScale_4x4,
GaussianBlur_5x5,
BloomExtract,
BloomBlur,
Effect_Max
};
explicit BasicPostProcess(_In_ ID3D11Device* device);
BasicPostProcess(BasicPostProcess&& moveFrom);
BasicPostProcess& operator= (BasicPostProcess&& moveFrom);
BasicPostProcess(BasicPostProcess const&) = delete;
BasicPostProcess& operator= (BasicPostProcess const&) = delete;
virtual ~BasicPostProcess();
// IPostProcess methods.
void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext, _In_opt_ std::function<void __cdecl()> setCustomState = nullptr) override;
// Shader control
void __cdecl SetEffect(Effect fx);
// Properties
void __cdecl SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Sets multiplier for GaussianBlur_5x5
void __cdecl SetGaussianParameter(float multiplier);
// Sets parameters for BloomExtract
void __cdecl SetBloomExtractParameter(float threshold);
// Sets parameters for BloomBlur
void __cdecl SetBloomBlurParameters(bool horizontal, float size, float brightness);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
// Dual-texure post-process
class DualPostProcess : public IPostProcess
{
public:
enum Effect
{
Merge,
BloomCombine,
Effect_Max
};
explicit DualPostProcess(_In_ ID3D11Device* device);
DualPostProcess(DualPostProcess&& moveFrom);
DualPostProcess& operator= (DualPostProcess&& moveFrom);
DualPostProcess(DualPostProcess const&) = delete;
DualPostProcess& operator= (DualPostProcess const&) = delete;
virtual ~DualPostProcess();
// IPostProcess methods.
void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext, _In_opt_ std::function<void __cdecl()> setCustomState = nullptr) override;
// Shader control
void __cdecl SetEffect(Effect fx);
// Properties
void __cdecl SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetSourceTexture2(_In_opt_ ID3D11ShaderResourceView* value);
// Sets parameters for Merge
void __cdecl SetMergeParameters(float weight1, float weight2);
// Sets parameters for BloomCombine
void __cdecl SetBloomCombineParameters(float bloom, float base, float bloomSaturation, float baseSaturation);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
// Tone-map post-process
class ToneMapPostProcess : public IPostProcess
{
public:
enum Operator // Tone-mapping operator
{
None, // Pass-through
Saturate, // Clamp [0,1]
Reinhard, // x/(1+x)
ACESFilmic,
Operator_Max
};
enum TransferFunction // Electro-Optical Transfer Function (EOTF)
{
Linear, // Pass-through
SRGB, // sRGB (Rec.709 and approximate sRGB display curve)
ST2084, // HDR10 (Rec.2020 color primaries and ST.2084 display curve)
TransferFunction_Max
};
explicit ToneMapPostProcess(_In_ ID3D11Device* device);
ToneMapPostProcess(ToneMapPostProcess&& moveFrom);
ToneMapPostProcess& operator= (ToneMapPostProcess&& moveFrom);
ToneMapPostProcess(ToneMapPostProcess const&) = delete;
ToneMapPostProcess& operator= (ToneMapPostProcess const&) = delete;
virtual ~ToneMapPostProcess();
// IPostProcess methods.
void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext, _In_opt_ std::function<void __cdecl()> setCustomState = nullptr) override;
// Shader control
void __cdecl SetOperator(Operator op);
void __cdecl SetTransferFunction(TransferFunction func);
#if defined(_XBOX_ONE) && defined(_TITLE)
// Uses Multiple Render Targets to generate both HDR10 and GameDVR SDR signals
void __cdecl SetMRTOutput(bool value = true);
#endif
// Properties
void __cdecl SetHDRSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Sets exposure value for LDR tonemap operators
void SetExposure(float exposureValue);
// Sets ST.2084 parameter for how bright white should be in nits
void SetST2084Parameter(float paperWhiteNits);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}

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//--------------------------------------------------------------------------------------
// File: PrimitiveBatch.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <memory>
#include <utility>
#include <stdint.h>
namespace DirectX
{
namespace Internal
{
// Base class, not to be used directly: clients should access this via the derived PrimitiveBatch<T>.
class PrimitiveBatchBase
{
protected:
PrimitiveBatchBase(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize);
PrimitiveBatchBase(PrimitiveBatchBase&& moveFrom);
PrimitiveBatchBase& operator= (PrimitiveBatchBase&& moveFrom);
PrimitiveBatchBase(PrimitiveBatchBase const&) = delete;
PrimitiveBatchBase& operator= (PrimitiveBatchBase const&) = delete;
virtual ~PrimitiveBatchBase();
public:
// Begin/End a batch of primitive drawing operations.
void __cdecl Begin();
void __cdecl End();
protected:
// Internal, untyped drawing method.
void __cdecl Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, _In_opt_count_(indexCount) uint16_t const* indices, size_t indexCount, size_t vertexCount, _Out_ void** pMappedVertices);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
// Template makes the API typesafe, eg. PrimitiveBatch<VertexPositionColor>.
template<typename TVertex>
class PrimitiveBatch : public Internal::PrimitiveBatchBase
{
static const size_t DefaultBatchSize = 2048;
public:
explicit PrimitiveBatch(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices = DefaultBatchSize * 3, size_t maxVertices = DefaultBatchSize)
: PrimitiveBatchBase(deviceContext, maxIndices, maxVertices, sizeof(TVertex))
{ }
PrimitiveBatch(PrimitiveBatch&& moveFrom)
: PrimitiveBatchBase(std::move(moveFrom))
{ }
PrimitiveBatch& operator= (PrimitiveBatch&& moveFrom)
{
PrimitiveBatchBase::operator=(std::move(moveFrom));
return *this;
}
// Similar to the D3D9 API DrawPrimitiveUP.
void Draw(D3D11_PRIMITIVE_TOPOLOGY topology, _In_reads_(vertexCount) TVertex const* vertices, size_t vertexCount)
{
void* mappedVertices;
PrimitiveBatchBase::Draw(topology, false, nullptr, 0, vertexCount, &mappedVertices);
memcpy(mappedVertices, vertices, vertexCount * sizeof(TVertex));
}
// Similar to the D3D9 API DrawIndexedPrimitiveUP.
void DrawIndexed(D3D11_PRIMITIVE_TOPOLOGY topology, _In_reads_(indexCount) uint16_t const* indices, size_t indexCount, _In_reads_(vertexCount) TVertex const* vertices, size_t vertexCount)
{
void* mappedVertices;
PrimitiveBatchBase::Draw(topology, true, indices, indexCount, vertexCount, &mappedVertices);
memcpy(mappedVertices, vertices, vertexCount * sizeof(TVertex));
}
void DrawLine(TVertex const& v1, TVertex const& v2)
{
TVertex* mappedVertices;
PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_LINELIST, false, nullptr, 0, 2, reinterpret_cast<void**>(&mappedVertices));
mappedVertices[0] = v1;
mappedVertices[1] = v2;
}
void DrawTriangle(TVertex const& v1, TVertex const& v2, TVertex const& v3)
{
TVertex* mappedVertices;
PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, false, nullptr, 0, 3, reinterpret_cast<void**>(&mappedVertices));
mappedVertices[0] = v1;
mappedVertices[1] = v2;
mappedVertices[2] = v3;
}
void DrawQuad(TVertex const& v1, TVertex const& v2, TVertex const& v3, TVertex const& v4)
{
static const uint16_t quadIndices[] = { 0, 1, 2, 0, 2, 3 };
TVertex* mappedVertices;
PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, true, quadIndices, 6, 4, reinterpret_cast<void**>(&mappedVertices));
mappedVertices[0] = v1;
mappedVertices[1] = v2;
mappedVertices[2] = v3;
mappedVertices[3] = v4;
}
};
}

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//--------------------------------------------------------------------------------------
// File: ScreenGrab.h
//
// Function for capturing a 2D texture and saving it to a file (aka a 'screenshot'
// when used on a Direct3D Render Target).
//
// Note these functions are useful as a light-weight runtime screen grabber. For
// full-featured texture capture, DDS writer, and texture processing pipeline,
// see the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <ocidl.h>
#include <functional>
#include <stdint.h>
namespace DirectX
{
HRESULT __cdecl SaveDDSTextureToFile(
_In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_z_ const wchar_t* fileName);
HRESULT __cdecl SaveWICTextureToFile(
_In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_ REFGUID guidContainerFormat,
_In_z_ const wchar_t* fileName,
_In_opt_ const GUID* targetFormat = nullptr,
_In_opt_ std::function<void __cdecl(IPropertyBag2*)> setCustomProps = nullptr);
}

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//--------------------------------------------------------------------------------------
// File: SpriteBatch.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
#include <DirectXColors.h>
#include <functional>
#include <memory>
namespace DirectX
{
enum SpriteSortMode
{
SpriteSortMode_Deferred,
SpriteSortMode_Immediate,
SpriteSortMode_Texture,
SpriteSortMode_BackToFront,
SpriteSortMode_FrontToBack,
};
enum SpriteEffects
{
SpriteEffects_None = 0,
SpriteEffects_FlipHorizontally = 1,
SpriteEffects_FlipVertically = 2,
SpriteEffects_FlipBoth = SpriteEffects_FlipHorizontally | SpriteEffects_FlipVertically,
};
class SpriteBatch
{
public:
explicit SpriteBatch(_In_ ID3D11DeviceContext* deviceContext);
SpriteBatch(SpriteBatch&& moveFrom);
SpriteBatch& operator= (SpriteBatch&& moveFrom);
SpriteBatch(SpriteBatch const&) = delete;
SpriteBatch& operator= (SpriteBatch const&) = delete;
virtual ~SpriteBatch();
// Begin/End a batch of sprite drawing operations.
void XM_CALLCONV Begin(SpriteSortMode sortMode = SpriteSortMode_Deferred, _In_opt_ ID3D11BlendState* blendState = nullptr, _In_opt_ ID3D11SamplerState* samplerState = nullptr, _In_opt_ ID3D11DepthStencilState* depthStencilState = nullptr, _In_opt_ ID3D11RasterizerState* rasterizerState = nullptr,
_In_opt_ std::function<void __cdecl()> setCustomShaders = nullptr, FXMMATRIX transformMatrix = MatrixIdentity);
void __cdecl End();
// Draw overloads specifying position, origin and scale as XMFLOAT2.
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, FXMVECTOR color = Colors::White);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
// Draw overloads specifying position, origin and scale via the first two components of an XMVECTOR.
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, FXMVECTOR color = Colors::White);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
// Draw overloads specifying position as a RECT.
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, FXMVECTOR color = Colors::White);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
// Rotation mode to be applied to the sprite transformation
void __cdecl SetRotation( DXGI_MODE_ROTATION mode );
DXGI_MODE_ROTATION __cdecl GetRotation() const;
// Set viewport for sprite transformation
void __cdecl SetViewport( const D3D11_VIEWPORT& viewPort );
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
static const XMMATRIX MatrixIdentity;
static const XMFLOAT2 Float2Zero;
};
}

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//--------------------------------------------------------------------------------------
// File: SpriteFont.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include "SpriteBatch.h"
namespace DirectX
{
class SpriteFont
{
public:
struct Glyph;
SpriteFont(_In_ ID3D11Device* device, _In_z_ wchar_t const* fileName, bool forceSRGB = false);
SpriteFont(_In_ ID3D11Device* device, _In_reads_bytes_(dataSize) uint8_t const* dataBlob, _In_ size_t dataSize, bool forceSRGB = false);
SpriteFont(_In_ ID3D11ShaderResourceView* texture, _In_reads_(glyphCount) Glyph const* glyphs, _In_ size_t glyphCount, _In_ float lineSpacing);
SpriteFont(SpriteFont&& moveFrom);
SpriteFont& operator= (SpriteFont&& moveFrom);
SpriteFont(SpriteFont const&) = delete;
SpriteFont& operator= (SpriteFont const&) = delete;
virtual ~SpriteFont();
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
XMVECTOR XM_CALLCONV MeasureString(_In_z_ wchar_t const* text) const;
RECT __cdecl MeasureDrawBounds(_In_z_ wchar_t const* text, XMFLOAT2 const& position) const;
RECT XM_CALLCONV MeasureDrawBounds(_In_z_ wchar_t const* text, FXMVECTOR position) const;
// Spacing properties
float __cdecl GetLineSpacing() const;
void __cdecl SetLineSpacing(float spacing);
// Font properties
wchar_t __cdecl GetDefaultCharacter() const;
void __cdecl SetDefaultCharacter(wchar_t character);
bool __cdecl ContainsCharacter(wchar_t character) const;
// Custom layout/rendering
Glyph const* __cdecl FindGlyph(wchar_t character) const;
void __cdecl GetSpriteSheet( ID3D11ShaderResourceView** texture ) const;
// Describes a single character glyph.
struct Glyph
{
uint32_t Character;
RECT Subrect;
float XOffset;
float YOffset;
float XAdvance;
};
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
static const XMFLOAT2 Float2Zero;
};
}

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DirectXTK/Inc/VertexTypes.h Normal file
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//--------------------------------------------------------------------------------------
// File: VertexTypes.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
namespace DirectX
{
// Vertex struct holding position information.
struct VertexPosition
{
VertexPosition() = default;
VertexPosition(XMFLOAT3 const& position)
: position(position)
{ }
VertexPosition(FXMVECTOR position)
{
XMStoreFloat3(&this->position, position);
}
XMFLOAT3 position;
static const int InputElementCount = 1;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and color information.
struct VertexPositionColor
{
VertexPositionColor() = default;
VertexPositionColor(XMFLOAT3 const& position, XMFLOAT4 const& color)
: position(position),
color(color)
{ }
VertexPositionColor(FXMVECTOR position, FXMVECTOR color)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat4(&this->color, color);
}
XMFLOAT3 position;
XMFLOAT4 color;
static const int InputElementCount = 2;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and texture mapping information.
struct VertexPositionTexture
{
VertexPositionTexture() = default;
VertexPositionTexture(XMFLOAT3 const& position, XMFLOAT2 const& textureCoordinate)
: position(position),
textureCoordinate(textureCoordinate)
{ }
VertexPositionTexture(FXMVECTOR position, FXMVECTOR textureCoordinate)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat2(&this->textureCoordinate, textureCoordinate);
}
XMFLOAT3 position;
XMFLOAT2 textureCoordinate;
static const int InputElementCount = 2;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and dual texture mapping information.
struct VertexPositionDualTexture
{
VertexPositionDualTexture() = default;
VertexPositionDualTexture(XMFLOAT3 const& position, XMFLOAT2 const& textureCoordinate0, XMFLOAT2 const& textureCoordinate1)
: position(position),
textureCoordinate0(textureCoordinate0),
textureCoordinate1(textureCoordinate1)
{ }
VertexPositionDualTexture(FXMVECTOR position,
FXMVECTOR textureCoordinate0,
FXMVECTOR textureCoordinate1)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat2(&this->textureCoordinate0, textureCoordinate0);
XMStoreFloat2(&this->textureCoordinate1, textureCoordinate1);
}
XMFLOAT3 position;
XMFLOAT2 textureCoordinate0;
XMFLOAT2 textureCoordinate1;
static const int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and normal vector.
struct VertexPositionNormal
{
VertexPositionNormal() = default;
VertexPositionNormal(XMFLOAT3 const& position, XMFLOAT3 const& normal)
: position(position),
normal(normal)
{ }
VertexPositionNormal(FXMVECTOR position, FXMVECTOR normal)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat3(&this->normal, normal);
}
XMFLOAT3 position;
XMFLOAT3 normal;
static const int InputElementCount = 2;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, color, and texture mapping information.
struct VertexPositionColorTexture
{
VertexPositionColorTexture() = default;
VertexPositionColorTexture(XMFLOAT3 const& position, XMFLOAT4 const& color, XMFLOAT2 const& textureCoordinate)
: position(position),
color(color),
textureCoordinate(textureCoordinate)
{ }
VertexPositionColorTexture(FXMVECTOR position, FXMVECTOR color, FXMVECTOR textureCoordinate)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat4(&this->color, color);
XMStoreFloat2(&this->textureCoordinate, textureCoordinate);
}
XMFLOAT3 position;
XMFLOAT4 color;
XMFLOAT2 textureCoordinate;
static const int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, normal vector, and color information.
struct VertexPositionNormalColor
{
VertexPositionNormalColor() = default;
VertexPositionNormalColor(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT4 const& color)
: position(position),
normal(normal),
color(color)
{ }
VertexPositionNormalColor(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR color)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat3(&this->normal, normal);
XMStoreFloat4(&this->color, color);
}
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT4 color;
static const int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, normal vector, and texture mapping information.
struct VertexPositionNormalTexture
{
VertexPositionNormalTexture() = default;
VertexPositionNormalTexture(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT2 const& textureCoordinate)
: position(position),
normal(normal),
textureCoordinate(textureCoordinate)
{ }
VertexPositionNormalTexture(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR textureCoordinate)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat3(&this->normal, normal);
XMStoreFloat2(&this->textureCoordinate, textureCoordinate);
}
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT2 textureCoordinate;
static const int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, normal vector, color, and texture mapping information.
struct VertexPositionNormalColorTexture
{
VertexPositionNormalColorTexture() = default;
VertexPositionNormalColorTexture(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT4 const& color, XMFLOAT2 const& textureCoordinate)
: position(position),
normal(normal),
color(color),
textureCoordinate(textureCoordinate)
{ }
VertexPositionNormalColorTexture(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR color, CXMVECTOR textureCoordinate)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat3(&this->normal, normal);
XMStoreFloat4(&this->color, color);
XMStoreFloat2(&this->textureCoordinate, textureCoordinate);
}
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT4 color;
XMFLOAT2 textureCoordinate;
static const int InputElementCount = 4;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), and texture mapping information
struct VertexPositionNormalTangentColorTexture
{
VertexPositionNormalTangentColorTexture() = default;
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT4 tangent;
uint32_t color;
XMFLOAT2 textureCoordinate;
VertexPositionNormalTangentColorTexture(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT4 const& tangent, uint32_t rgba, XMFLOAT2 const& textureCoordinate)
: position(position),
normal(normal),
tangent(tangent),
color(rgba),
textureCoordinate(textureCoordinate)
{
}
VertexPositionNormalTangentColorTexture(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR tangent, uint32_t rgba, CXMVECTOR textureCoordinate)
: color(rgba)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat3(&this->normal, normal);
XMStoreFloat4(&this->tangent, tangent);
XMStoreFloat2(&this->textureCoordinate, textureCoordinate);
}
VertexPositionNormalTangentColorTexture(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT4 const& tangent, XMFLOAT4 const& color, XMFLOAT2 const& textureCoordinate)
: position(position),
normal(normal),
tangent(tangent),
textureCoordinate(textureCoordinate)
{
SetColor( color );
}
VertexPositionNormalTangentColorTexture(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR tangent, CXMVECTOR color, CXMVECTOR textureCoordinate)
{
XMStoreFloat3(&this->position, position);
XMStoreFloat3(&this->normal, normal);
XMStoreFloat4(&this->tangent, tangent);
XMStoreFloat2(&this->textureCoordinate, textureCoordinate);
SetColor( color );
}
void __cdecl SetColor( XMFLOAT4 const& icolor ) { SetColor( XMLoadFloat4( &icolor ) ); }
void XM_CALLCONV SetColor( FXMVECTOR icolor );
static const int InputElementCount = 5;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), texture mapping information, and skinning weights
struct VertexPositionNormalTangentColorTextureSkinning : public VertexPositionNormalTangentColorTexture
{
VertexPositionNormalTangentColorTextureSkinning() = default;
uint32_t indices;
uint32_t weights;
VertexPositionNormalTangentColorTextureSkinning(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT4 const& tangent, uint32_t rgba,
XMFLOAT2 const& textureCoordinate, XMUINT4 const& indices, XMFLOAT4 const& weights)
: VertexPositionNormalTangentColorTexture(position,normal,tangent,rgba,textureCoordinate)
{
SetBlendIndices( indices );
SetBlendWeights( weights );
}
VertexPositionNormalTangentColorTextureSkinning(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR tangent, uint32_t rgba, CXMVECTOR textureCoordinate,
XMUINT4 const& indices, CXMVECTOR weights)
: VertexPositionNormalTangentColorTexture(position,normal,tangent,rgba,textureCoordinate)
{
SetBlendIndices( indices );
SetBlendWeights( weights );
}
VertexPositionNormalTangentColorTextureSkinning(XMFLOAT3 const& position, XMFLOAT3 const& normal, XMFLOAT4 const& tangent, XMFLOAT4 const& color,
XMFLOAT2 const& textureCoordinate, XMUINT4 const& indices, XMFLOAT4 const& weights)
: VertexPositionNormalTangentColorTexture(position,normal,tangent,color,textureCoordinate)
{
SetBlendIndices( indices );
SetBlendWeights( weights );
}
VertexPositionNormalTangentColorTextureSkinning(FXMVECTOR position, FXMVECTOR normal, FXMVECTOR tangent, CXMVECTOR color, CXMVECTOR textureCoordinate,
XMUINT4 const& indices, CXMVECTOR weights)
: VertexPositionNormalTangentColorTexture(position,normal,tangent,color,textureCoordinate)
{
SetBlendIndices( indices );
SetBlendWeights( weights );
}
void __cdecl SetBlendIndices( XMUINT4 const& iindices );
void __cdecl SetBlendWeights( XMFLOAT4 const& iweights ) { SetBlendWeights( XMLoadFloat4( &iweights ) ); }
void XM_CALLCONV SetBlendWeights( FXMVECTOR iweights );
static const int InputElementCount = 7;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
}

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//--------------------------------------------------------------------------------------
// File: WICTextureLoader.h
//
// Function for loading a WIC image and creating a Direct3D runtime texture for it
// (auto-generating mipmaps if possible)
//
// Note: Assumes application has already called CoInitializeEx
//
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
// auto-gen mipmap support.
//
// Note these functions are useful for images created as simple 2D textures. For
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
// For a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <stdint.h>
namespace DirectX
{
enum WIC_LOADER_FLAGS
{
WIC_LOADER_DEFAULT = 0,
WIC_LOADER_FORCE_SRGB = 0x1,
WIC_LOADER_IGNORE_SRGB = 0x2,
};
// Standard version
HRESULT __cdecl CreateWICTextureFromMemory(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0);
HRESULT __cdecl CreateWICTextureFromFile(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0);
// Standard version with optional auto-gen mipmap support
HRESULT __cdecl CreateWICTextureFromMemory(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0);
HRESULT __cdecl CreateWICTextureFromFile(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0);
// Extended version
HRESULT __cdecl CreateWICTextureFromMemoryEx(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ unsigned int loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView);
HRESULT __cdecl CreateWICTextureFromFileEx(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ unsigned int loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView);
// Extended version with optional auto-gen mipmap support
HRESULT __cdecl CreateWICTextureFromMemoryEx(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ unsigned int loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView);
HRESULT __cdecl CreateWICTextureFromFileEx(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ unsigned int loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView);
}

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//--------------------------------------------------------------------------------------
// File: XboxDDSTextureLoader.h
//
// Functions for loading a DDS texture using the XBOX extended header and creating a
// Direct3D11.X runtime resource for it via the CreatePlacement APIs
//
// Note these functions will not load standard DDS files. Use the DDSTextureLoader
// module in the DirectXTex package or as part of the DirectXTK library to load
// these files which use standard Direct3D resource creation APIs.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if !defined(_XBOX_ONE) || !defined(_TITLE)
#error This module only supports Xbox One exclusive apps
#endif
#include <d3d11_x.h>
#include <stdint.h>
namespace Xbox
{
enum DDS_ALPHA_MODE
{
DDS_ALPHA_MODE_UNKNOWN = 0,
DDS_ALPHA_MODE_STRAIGHT = 1,
DDS_ALPHA_MODE_PREMULTIPLIED = 2,
DDS_ALPHA_MODE_OPAQUE = 3,
DDS_ALPHA_MODE_CUSTOM = 4,
};
HRESULT __cdecl CreateDDSTextureFromMemory(
_In_ ID3D11DeviceX* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Outptr_ void** grfxMemory,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_In_ bool forceSRGB = false);
HRESULT __cdecl CreateDDSTextureFromFile( _In_ ID3D11DeviceX* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Outptr_ void** grfxMemory,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_In_ bool forceSRGB = false);
void FreeDDSTextureMemory( _In_opt_ void* grfxMemory );
}