/* * Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #ifndef LINE_RENDER_PIPELINE_D3D12_H #define LINE_RENDER_PIPELINE_D3D12_H #include #include "renderStateD3D12.h" #include "meshRenderer.h" #include #include namespace FlexSample { using namespace nvidia; enum LineDrawStage { LINE_DRAW_NORMAL, LINE_DRAW_SHADOW, }; struct LineDrawParams { Hlsl::float4x4 m_modelWorldProjection; /// Transforms point from world-space to clip space LineDrawStage m_drawStage; }; struct LineRenderPipelineD3D12: public RenderPipeline { //NV_CO_DECLARE_POLYMORPHIC_CLASS(LineRenderPipelineD3D12, RenderPipeline); public: typedef RenderPipeline Parent; enum PipelineStateType { PIPELINE_STATE_NORMAL, PIPELINE_STATE_SHADOW, PIPELINE_STATE_COUNT_OF, }; LineRenderPipelineD3D12(); /// Initialize int initialize(const RenderStateD3D12& state, const std::wstring& shadersDir, NvCo::Dx12RenderTarget* shadowMap); /// Do the binding virtual int bind(const void* paramsIn, const void* platformState) override; virtual int draw(const RenderAllocation& alloc, size_t sizeOfAlloc, const void* platformState) override; protected: PipelineStateD3D12 m_states[PIPELINE_STATE_COUNT_OF]; }; } // namespace FlexSample #endif