blob: 21e70bd0e7212c1c363cd5b52920eacf18671ab5 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
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;
};
|