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#pragma once
#include "DirectXHelper.h"
#include "EGL/egl.h"
#include "EGL/eglext.h"
#include "EGL/eglplatform.h"
#include "GLES2/gl2.h"
#include "GLES2/gl2ext.h"
#include "winrtangle.h"
// Helper class that initializes DirectX APIs for 3D rendering.
ref class AngleBase abstract
{
internal:
AngleBase();
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void UpdateDevice(ID3D11Device1* device, ID3D11DeviceContext1* context, ID3D11RenderTargetView* renderTargetView);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void CreateWindowSizeDependentResources();
virtual void OnOrientationChanged(Windows::Graphics::Display::DisplayOrientations orientation);
virtual void CreateGLResources() = 0;
void Render();
protected:
virtual void OnRender() = 0;
bool InitializeAngle();
void CloseAngle();
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_d3dRenderTargetView;
D3D_FEATURE_LEVEL m_featureLevel;
// Cached renderer properties.
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Windows::Graphics::Display::DisplayOrientations m_orientation;
// Angle EGL
bool m_bAngleInitialized;
EGLDisplay m_eglDisplay;
EGLContext m_eglContext;
EGLSurface m_eglSurface;
Microsoft::WRL::ComPtr<IWinrtEglWindow> m_eglWindow;
Microsoft::WRL::ComPtr<IWinPhone8XamlD3DWindow> m_eglPhoneWindow;
DirectX::XMMATRIX m_orientationMatrix;
float m_aspectRatio;
};
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