#pragma once
#include "DirectXHelper.h"
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
public:
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
internal:
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
protected private:
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;