// // Copyright 2013 Nvidia // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // #include #include // // Draws an environment sphere centered on the camera w/ a texture // class Sky { public: // Constructor (Sky does not own the texture asset) Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap); ~Sky(); void Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]); private: void initialize(ID3D11Device * device); private: int numIndices; ID3D11VertexShader * vertexShader; ID3D11PixelShader * pixelShader; ID3D11Buffer * shaderConstants; ID3D11InputLayout * inputLayout; ID3D11RasterizerState * rasterizerState; ID3D11DepthStencilState * depthStencilState; ID3D11Texture2D * texture; ID3D11ShaderResourceView * textureSRV; ID3D11SamplerState * textureSS; ID3D11Buffer * sphere; ID3D11Buffer * sphereIndices; };