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SonarPropagationMain.h
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#pragma once
#include "Common\StepTimer.h"
#include "Common\DeviceResources.h"
#include "DXR\RayTracingRenderer.h"
// Renders Direct3D content on the screen.
namespace SonarPropagation
{
class SonarPropagationMain
{
public:
SonarPropagationMain();
void CreateRenderers(const std::shared_ptr<DX::DeviceResources>& deviceResources);
void Update();
bool Render();
void OnWindowSizeChanged();
void OnSuspending();
void OnResuming();
void OnDeviceRemoved();
void OnKeyPressed(Windows::UI::Core::CoreWindow^ sender,Windows::UI::Core::KeyEventArgs^ args);
void OnKeyReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
void OnMouseMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnMouseWheelMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
private:
// TODO: Replace with your own content renderers.
std::unique_ptr<RayTracingRenderer> m_sceneRenderer;
// Rendering loop timer.
DX::StepTimer m_timer;
};
}