mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 00:41:05 +00:00
b5cabd2259
- fullscreen mode added (-f) - added usage error message - added IBL lighting - matched GUI to glPtexViewer - removed some ptex HW filter options (missing code is causing crash) Note : the IBL BRDF definitely needs some tweaks...
66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
//
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// Copyright 2013 Nvidia
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include <D3D11.h>
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#include <D3Dcompiler.h>
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//
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// Draws an environment sphere centered on the camera w/ a texture
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//
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class Sky {
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public:
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// Constructor (Sky does not own the texture asset)
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Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap);
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~Sky();
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void Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]);
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private:
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void initialize(ID3D11Device * device);
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private:
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int numIndices;
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ID3D11VertexShader * vertexShader;
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ID3D11PixelShader * pixelShader;
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ID3D11Buffer * shaderConstants;
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ID3D11InputLayout * inputLayout;
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ID3D11RasterizerState * rasterizerState;
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ID3D11DepthStencilState * depthStencilState;
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ID3D11Texture2D * texture;
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ID3D11ShaderResourceView * textureSRV;
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ID3D11SamplerState * textureSS;
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ID3D11Buffer * sphere;
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ID3D11Buffer * sphereIndices;
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};
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