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/*
* 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 "D3D11Mesh.h"
#include "MeshRenderer.h"
class Camera;
class Scene;
class SceneRenderer
{
public:
bool InitializeWithScene(ID3D11Device* device, Scene& scene);
void RenderLayer(ID3D11DeviceContext* deviceContext, uint32_t layer, const Camera& camera);
static const uint32_t kLayersCount = 2;
private:
std::vector<D3D11Mesh> mMeshes[kLayersCount];
MeshRenderer mMeshRenderer;
};
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