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/*
* Copyright (c) 2008-2017, 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.
*/
#pragma once
#include "../d3d/renderParamsD3D.h"
#include <DirectXMath.h>
#include <wrl.h>
using namespace Microsoft::WRL;
struct PointRendererD3D11
{
void init(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
void draw(const PointDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* colors, ID3D11Buffer* indices, int numParticles, int offset);
PointRendererD3D11():
m_device(nullptr),
m_deviceContext(nullptr)
{}
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ComPtr<ID3D11InputLayout> m_inputLayout;
ComPtr<ID3D11VertexShader> m_pointVs;
ComPtr<ID3D11GeometryShader> m_pointGs;
ComPtr<ID3D11PixelShader> m_pointPs;
ComPtr<ID3D11PixelShader> m_pointShadowPs;
ComPtr<ID3D11Buffer> m_constantBuffer;
// Assumes right handed
ComPtr<ID3D11RasterizerState> m_rasterizerState[NUM_POINT_RENDER_MODES][NUM_POINT_CULL_MODES];
};
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