video-libs / opencv /sources /samples /wp8 /OcvImageManipulation /PhoneXamlDirect3DApp1 /PhoneXamlDirect3DApp1Comp /QuadRenderer.h
| | |
| struct ModelViewProjectionConstantBuffer | |
| { | |
| DirectX::XMFLOAT4X4 model; | |
| DirectX::XMFLOAT4X4 view; | |
| DirectX::XMFLOAT4X4 projection; | |
| }; | |
| struct Vertex //Overloaded Vertex Structure | |
| { | |
| Vertex(){} | |
| Vertex(float x, float y, float z, | |
| float u, float v) | |
| : pos(x,y,z), texCoord(u, v){} | |
| DirectX::XMFLOAT3 pos; | |
| DirectX::XMFLOAT2 texCoord; | |
| }; | |
| // This class renders a simple quad. | |
| ref class QuadRenderer sealed : public Direct3DBase | |
| { | |
| public: | |
| QuadRenderer(); | |
| void Update(float timeTotal = 0.0f, float timeDelta = 0.0f); | |
| void CreateTextureFromByte(byte * buffer,int width,int height); | |
| // Direct3DBase methods. | |
| virtual void CreateDeviceResources() override; | |
| virtual void CreateWindowSizeDependentResources() override; | |
| virtual void Render() override; | |
| private: | |
| void Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView); | |
| bool m_loadingComplete; | |
| uint32 m_indexCount; | |
| ModelViewProjectionConstantBuffer m_constantBufferData; | |
| Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout; | |
| Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer; | |
| Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer; | |
| Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader; | |
| Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader; | |
| Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer; | |
| Microsoft::WRL::ComPtr<ID3D11Texture2D> m_Texture; | |
| Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV; | |
| Microsoft::WRL::ComPtr<ID3D11SamplerState> m_QuadsTexSamplerState; | |
| Microsoft::WRL::ComPtr<ID3D11BlendState> m_Transparency; | |
| Microsoft::WRL::ComPtr<ID3D11RasterizerState> CCWcullMode; | |
| Microsoft::WRL::ComPtr<ID3D11RasterizerState> CWcullMode; | |
| }; | |