add d3d11 project
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#pragma once
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#include <d3d11.h>
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#pragma comment(lib, "d3d11.lib")
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class Direct3D
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{
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public:
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INT init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen);
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void beginScene(FLOAT r, FLOAT g, FLOAT b);
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void endScene();
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void deInit();
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ID3D11Device* getDevice() const { return _pD3DDevice; }
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ID3D11DeviceContext* getDeviceContext() const { return _pD3DDeviceContext; }
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private:
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ID3D11Device* _pD3DDevice = nullptr; // needed for creating all objects, e.g. buffer, textures, etc., used in init phase
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ID3D11DeviceContext* _pD3DDeviceContext = nullptr; // access to render pipeline, e.g. set matrices or draw command, used in run phase
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IDXGISwapChain* _pDXGISwapChain = nullptr; // holds references to front & back buffer & swaps them
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ID3D11RenderTargetView* _pD3DRenderTargetView = nullptr; // target device context is rendering to
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};
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