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// Copyright 2014 Intel Corporation All Rights Reserved
//
// Intel makes no representations about the suitability of this software for any purpose.
// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
// Intel does not assume any responsibility for any errors which may appear in this software
// nor any responsibility to update it.
#pragma once
#include <d3d11.h>
#include <dxgi1_2.h>
#include <directxmath.h>
#include <random>
#include <map>
#include "camera.h"
#include "settings.h"
#include "simulation.h"
#include "util.h"
#include "gui.h"
namespace AsteroidsD3D11 {
struct DrawConstantBuffer {
DirectX::XMFLOAT4X4 mWorld;
DirectX::XMFLOAT4X4 mViewProjection;
DirectX::XMFLOAT3 mSurfaceColor;
float unused0;
DirectX::XMFLOAT3 mDeepColor;
float unused1;
UINT unused2[4];
};
struct SkyboxConstantBuffer {
DirectX::XMFLOAT4X4 mViewProjection;
};
class Asteroids {
public:
Asteroids(AsteroidsSimulation* asteroids, GUI* gui, bool warp);
~Asteroids();
void Render(float frameTime, const OrbitCamera& camera, const Settings& settings);
void ReleaseSwapChain();
void ResizeSwapChain(IDXGIFactory2* dxgiFactory, HWND outputWindow, unsigned int width, unsigned int height);
void GetPerfCounters(float &UpdateTime, float &RenderTime);
private:
void CreateMeshes();
void InitializeTextureData();
void CreateGUIResources();
AsteroidsSimulation* mAsteroids = nullptr;
GUI* mGUI = nullptr;
IDXGISwapChain1* mSwapChain = nullptr;
ID3D11Device* mDevice = nullptr;
ID3D11DeviceContext* mDeviceCtxt = nullptr;
// These depend on the swap chain buffer size
ID3D11Texture2D* mRenderTarget = nullptr;
ID3D11RenderTargetView* mRenderTargetView = nullptr;
ID3D11DepthStencilView* mDepthStencilView = nullptr;
D3D11_VIEWPORT mViewPort;
D3D11_RECT mScissorRect;
ID3D11DepthStencilState* mDepthStencilState = nullptr;
ID3D11BlendState* mBlendState = nullptr;
ID3D11BlendState* mSpriteBlendState = nullptr;
ID3D11InputLayout* mInputLayout = nullptr;
ID3D11Buffer* mIndexBuffer = nullptr;
ID3D11Buffer* mVertexBuffer = nullptr;
ID3D11VertexShader* mVertexShader = nullptr;
ID3D11PixelShader* mPixelShader = nullptr;
ID3D11Buffer* mDrawConstantBuffer = nullptr;
ID3D11VertexShader* mSpriteVertexShader = nullptr;
ID3D11PixelShader* mSpritePixelShader = nullptr;
ID3D11InputLayout* mSpriteInputLayout = nullptr;
ID3D11Buffer* mSpriteVertexBuffer = nullptr;
std::map<std::string, ID3D11ShaderResourceView*> mSpriteTextures;
ID3D11PixelShader* mFontPixelShader = nullptr;
ID3D11ShaderResourceView* mFontTextureSRV = nullptr;
ID3D11VertexShader* mSkyboxVertexShader = nullptr;
ID3D11PixelShader* mSkyboxPixelShader = nullptr;
ID3D11Buffer* mSkyboxConstantBuffer = nullptr;
ID3D11Buffer* mSkyboxVertexBuffer = nullptr;
ID3D11InputLayout* mSkyboxInputLayout = nullptr;
ID3D11ShaderResourceView* mSkyboxSRV = nullptr;
ID3D11Texture2D* mTextures[NUM_UNIQUE_TEXTURES];
ID3D11ShaderResourceView* mTextureSRVs[NUM_UNIQUE_TEXTURES];
ID3D11SamplerState* mSamplerState = nullptr;
GUISprite* mD3D11Sprite = nullptr;
UINT64 mPerfCounterFreq = 0;
volatile LONG64 mTotalUpdateTicks = 0, mTotalRenderTicks = 0;
};
} // namespace AsteroidsD3D11
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