// // 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 #include // // 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; };