class d3d
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70
enginecustom/d3dclass.h
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70
enginecustom/d3dclass.h
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////////////////////////////////////////////////////////////////////////////////
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// Filename: d3dclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _D3DCLASS_H_
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#define _D3DCLASS_H_
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/////////////
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// LINKING //
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/////////////
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#pragma comment(lib, "d3d11.lib")
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#pragma comment(lib, "dxgi.lib")
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#pragma comment(lib, "d3dcompiler.lib")
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//////////////
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// INCLUDES //
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//////////////
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#include <d3d11.h>
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#include <directxmath.h>
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using namespace DirectX;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: D3DClass
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////////////////////////////////////////////////////////////////////////////////
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class D3DClass
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{
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public:
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D3DClass();
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D3DClass(const D3DClass&);
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~D3DClass();
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bool Initialize(int, int, bool, HWND, bool, float, float);
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void Shutdown();
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void BeginScene(float, float, float, float);
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void EndScene();
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ID3D11Device* GetDevice();
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ID3D11DeviceContext* GetDeviceContext();
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void GetProjectionMatrix(XMMATRIX&);
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void GetWorldMatrix(XMMATRIX&);
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void GetOrthoMatrix(XMMATRIX&);
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void GetVideoCardInfo(char*, int&);
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void SetBackBufferRenderTarget();
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void ResetViewport();
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private:
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bool m_vsync_enabled;
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int m_videoCardMemory;
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char m_videoCardDescription[128];
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IDXGISwapChain* m_swapChain;
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ID3D11Device* m_device;
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ID3D11DeviceContext* m_deviceContext;
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ID3D11RenderTargetView* m_renderTargetView;
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ID3D11Texture2D* m_depthStencilBuffer;
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ID3D11DepthStencilState* m_depthStencilState;
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ID3D11DepthStencilView* m_depthStencilView;
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ID3D11RasterizerState* m_rasterState;
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XMMATRIX m_projectionMatrix;
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XMMATRIX m_worldMatrix;
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XMMATRIX m_orthoMatrix;
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D3D11_VIEWPORT m_viewport;
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};
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#endif
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