// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved #pragma once // Modify the following defines if you have to target a platform prior to the ones specified below. // Refer to MSDN for the latest info on corresponding values for different platforms. #ifndef WINVER // Allow use of features specific to Windows 7 or later. #define WINVER 0x0700 // Change this to the appropriate value to target other versions of Windows. #endif #ifndef _WIN32_WINNT // Allow use of features specific to Windows 7 or later. #define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows. #endif #ifndef UNICODE #define UNICODE #endif #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include // C RunTime Header Files #include #include #include #include #include #include #include #include #include #include #include /****************************************************************** * * * Macros * * * ******************************************************************/ template inline void SafeRelease( Interface **ppInterfaceToRelease ) { if (*ppInterfaceToRelease != NULL) { (*ppInterfaceToRelease)->Release(); (*ppInterfaceToRelease) = NULL; } } template inline void SafeReplace( DestInterface **ppDestInterface, SourceInterace *pSourceInterface ) { if (*ppDestInterface != NULL) { (*ppDestInterface)->Release(); } *ppDestInterface = pSourceInterface; if (pSourceInterface) { (*ppDestInterface)->AddRef(); } } #ifndef Assert #if defined( DEBUG ) || defined( _DEBUG ) #define Assert(b) if (!(b)) {OutputDebugStringA("Assert: " #b "\n");} #else #define Assert(b) #endif //DEBUG || _DEBUG #endif #ifndef HINST_THISCOMPONENT EXTERN_C IMAGE_DOS_HEADER __ImageBase; #define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase) #endif #include "array.h" #include "d3dmath.h" #include "resource.h" /****************************************************************** * * * SimpleVertex * * * ******************************************************************/ struct SimpleVertex { D3DXVECTOR3 Pos; D3DXVECTOR3 Norm; }; /****************************************************************** * * * Interactive3dTextSampleApp * * * ******************************************************************/ class Interactive3dTextSampleApp { public: Interactive3dTextSampleApp(); ~Interactive3dTextSampleApp(); HRESULT Initialize(); void RunMessageLoop(); private: HRESULT CreateDeviceIndependentResources(); HRESULT CreateDeviceResources(); void DiscardDeviceResources(); HRESULT OnRender(); void OnTimer(); void OnChar( SHORT vkey ); HRESULT CreateD3DDevice( IDXGIAdapter *pAdapter, D3D10_DRIVER_TYPE DriverType, UINT Flags, ID3D10Device1 **ppDevice ); HRESULT GenerateTextOutline( bool includeCursor, ID2D1Geometry **ppGeometry ); static LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ); HRESULT LoadResourceShader( ID3D10Device *pDevice, PCWSTR pszResource, ID3D10Effect **ppEffect ); HRESULT UpdateTextGeometry(); private: HWND m_hwnd; ID2D1Factory *m_pD2DFactory; IDWriteFactory *m_pDWriteFactory; // Device-Dependent Resources ID3D10Device *m_pDevice; IDXGISwapChain *m_pSwapChain; ID3D10RasterizerState *m_pState; ID3D10Texture2D *m_pDepthStencil; ID3D10DepthStencilView *m_pDepthStencilView; ID3D10RenderTargetView *m_pRenderTargetView; ID3D10Effect *m_pShader; ID3D10Buffer *m_pVertexBuffer; ID3D10InputLayout *m_pVertexLayout; ID3D10EffectTechnique *m_pTechniqueNoRef; ID3D10EffectMatrixVariable *m_pWorldVariableNoRef; ID3D10EffectMatrixVariable *m_pViewVariableNoRef; ID3D10EffectMatrixVariable *m_pProjectionVariableNoRef; ID3D10EffectVectorVariable* m_pLightPosVariableNoRef; ID3D10EffectVectorVariable* m_pLightColorVariableNoRef; // Device-Independent Resources ID2D1Geometry *m_pTextGeometry; IDWriteTextLayout *m_pTextLayout; D3DXMATRIX m_WorldMatrix; D3DXMATRIX m_ViewMatrix; D3DXMATRIX m_ProjectionMatrix; static const D3D10_INPUT_ELEMENT_DESC s_InputLayout[]; static const UINT sc_vertexBufferCount; CArray m_characters; };