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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
};
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