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| author | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
| commit | 636807e68a85a978473764d171ed0c7cc36f9be6 (patch) | |
| tree | 784a3d4fa8f48b4c085dd959678505b2af12f425 /samples/dual_layer/D3D11/src/MeshRenderer.h | |
| parent | Remove test folder (diff) | |
| download | hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip | |
HBAO+ 4.0.0.23740451
Diffstat (limited to 'samples/dual_layer/D3D11/src/MeshRenderer.h')
| -rw-r--r-- | samples/dual_layer/D3D11/src/MeshRenderer.h | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/samples/dual_layer/D3D11/src/MeshRenderer.h b/samples/dual_layer/D3D11/src/MeshRenderer.h new file mode 100644 index 0000000..21e70bd --- /dev/null +++ b/samples/dual_layer/D3D11/src/MeshRenderer.h @@ -0,0 +1,40 @@ +/* +* Copyright (c) 2008-2018, 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 <D3D11.h> +#include <wrl.h> +#include <vector> + +using namespace Microsoft::WRL; + +class Camera; +class D3D11Mesh; + +class MeshRenderer +{ +public: + void Initialize(ID3D11Device* device); + void RenderMeshes(ID3D11DeviceContext* deviceContext, const std::vector<D3D11Mesh>& meshes, const Camera& camera); + +private: + //ComPtr<ID3D12PipelineState> mPSO; + //ComPtr<ID3D12RootSignature> mRootSignature; + ComPtr<ID3D11InputLayout> mInputLayout; + ComPtr<ID3D11RasterizerState> mRasterizerState; + ComPtr<ID3D11BlendState> mBlendState; + ComPtr<ID3D11DepthStencilState> mDepthStencilState; + + ComPtr<ID3D11VertexShader> mVertexShader; + ComPtr<ID3D11PixelShader> mPixelShader; + + ComPtr<ID3D11Buffer> mPerFrameCB; + ComPtr<ID3D11Buffer> mPerObjectCB; +};
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