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// This code contains NVIDIA Confidential Information and is disclosed 
// under the Mutual Non-Disclosure Agreement. 
// 
// Notice 
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES 
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, 
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. 
// 
// NVIDIA Corporation assumes no responsibility for the consequences of use of such 
// information or for any infringement of patents or other rights of third parties that may 
// result from its use. No license is granted by implication or otherwise under any patent 
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless 
// expressly authorized by NVIDIA.  Details are subject to change without notice. 
// This code supersedes and replaces all information previously supplied. 
// NVIDIA Corporation products are not authorized for use as critical 
// components in life support devices or systems without express written approval of 
// NVIDIA Corporation. 
// 
// Copyright (c) 2003 - 2016 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and 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.
//

#include "common.h"
#include "scene.h"

#include <Nv/VolumetricLighting/NvVolumetricLighting.h>

#if (NV_WIN32 || NV_WIN64)
#include <windows.h>

int main_D3D11(Scene * pScene);
#endif

////////////////////////////////////////////////////////////////////////////////////////////////////
// Common entrypoint

#if (NV_WIN32 || NV_WIN64)
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
    (void)hInstance;
    (void)hPrevInstance;
    (void)lpCmdLine;
    (void)nCmdShow;

    SetProcessDPIAware();
#else
int main(int argc, char ** argv)
{
    (void)argc; 
    (void)argv;
#endif

    // Common setup
    Scene scene;

    // Call into platform-specific implementation
#if (NV_WIN32 || NV_WIN64)
    return main_D3D11(&scene);
#else
    return -1;
#endif
};