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54
Samples/WinPhone8/CubeRenderer.h
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54
Samples/WinPhone8/CubeRenderer.h
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/*
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* Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*/
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#pragma once
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#include "Direct3DBase.h"
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struct ModelViewProjectionConstantBuffer
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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DirectX::XMFLOAT4X4 projection;
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};
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT3 color;
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};
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// This class renders a simple spinning cube.
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ref class CubeRenderer sealed : public Direct3DBase
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{
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public:
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CubeRenderer();
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// Direct3DBase methods.
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virtual void CreateDeviceResources() override;
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virtual void CreateWindowSizeDependentResources() override;
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virtual void Render() override;
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// Method for updating time-dependent objects.
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void Update(float timeTotal, float timeDelta);
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private:
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bool m_loadingComplete;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
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uint32 m_indexCount;
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ModelViewProjectionConstantBuffer m_constantBufferData;
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};
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