OpenSubdiv/examples/dxPtexViewer/sky.h

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//
// Copyright 2013 Nvidia
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include <D3D11.h>
#include <D3Dcompiler.h>
//
// Draws an environment sphere centered on the camera w/ a texture
//
class Sky {
public:
// Constructor (Sky does not own the texture asset)
Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap);
~Sky();
void Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]);
private:
void initialize(ID3D11Device * device);
private:
int numIndices;
ID3D11VertexShader * vertexShader;
ID3D11PixelShader * pixelShader;
ID3D11Buffer * shaderConstants;
ID3D11InputLayout * inputLayout;
ID3D11RasterizerState * rasterizerState;
ID3D11DepthStencilState * depthStencilState;
ID3D11Texture2D * texture;
ID3D11ShaderResourceView * textureSRV;
ID3D11SamplerState * textureSS;
ID3D11Buffer * sphere;
ID3D11Buffer * sphereIndices;
};