Namespaces | Defines | Functions | Variables
Render_D3D1X_Device.cpp File Reference
#include "Kernel/OVR_Log.h"
#include "Kernel/OVR_Std.h"
#include "Render_D3D1X_Device.h"
#include <d3dcompiler.h>
Include dependency graph for Render_D3D1X_Device.cpp:
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Namespaces

namespace  OVR
namespace  OVR::Render
namespace  OVR::Render::D3D11

Defines

#define _256Megabytes   268435456
#define _512Megabytes   536870912
#define LIGHTING_COMMON

Functions

static OVR::Render::D3D11::D3D1x_ (INPUT_ELEMENT_DESC) ModelVertexDesc[]
static int OVR::Render::D3D11::GetDepthStateIndex (bool enable, bool write, RenderDevice::CompareFunc func)
BOOL CALLBACK OVR::Render::D3D11::MonitorEnumFunc (HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)

Variables

static const char * OVR::Render::D3D11::AlphaTexturePixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::DirectVertexShaderSrc = "}\n"
static const char * OVR::Render::D3D11::FShaderSrcs [FShader_Count]
static const char * OVR::Render::D3D11::GouraudPixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::LitSolidPixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::LitTexturePixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::MultiTexturePixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::PostProcessPixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::PostProcessPixelShaderWithChromAbSrc = "}\n"
static const char * OVR::Render::D3D11::PostProcessVertexShaderSrc = "}\n"
static const char * OVR::Render::D3D11::SolidPixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::StdVertexShaderSrc = "}\n"
static const char * OVR::Render::D3D11::TexturePixelShaderSrc = "}\n"
static const char * OVR::Render::D3D11::VShaderSrcs [VShader_Count]

Define Documentation

#define _256Megabytes   268435456

Definition at line 1402 of file Render_D3D1X_Device.cpp.

#define _512Megabytes   536870912

Definition at line 1403 of file Render_D3D1X_Device.cpp.

#define LIGHTING_COMMON
Value:
"cbuffer Lighting : register(b1)\n" \
    "{\n"                               \
    "    float3 Ambient;\n"             \
    "    float3 LightPos[8];\n"         \
    "    float4 LightColor[8];\n"       \
    "    float  LightCount;\n"          \
    "};\n"                              \
    "struct Varyings\n"                 \
    "{\n"                                       \
    "   float4 Position : SV_Position;\n"       \
    "   float4 Color    : COLOR0;\n"            \
    "   float2 TexCoord : TEXCOORD0;\n"         \
    "   float3 Normal   : NORMAL;\n"            \
    "   float3 VPos     : TEXCOORD4;\n"         \
    "};\n"                                      \
    "float4 DoLight(Varyings v)\n"              \
    "{\n"                                       \
    "   float3 norm = normalize(v.Normal);\n"   \
    "   float3 light = Ambient;\n"              \
    "   for (uint i = 0; i < LightCount; i++)\n"\
    "   {\n"                                        \
    "       float3 ltp = (LightPos[i] - v.VPos);\n" \
    "       float  ldist = dot(ltp,ltp);\n"         \
    "       ltp = normalize(ltp);\n"                \
    "       light += saturate(LightColor[i] * v.Color.rgb * dot(norm, ltp) / sqrt(ldist));\n"\
    "   }\n"                                        \
    "   return float4(light, v.Color.a);\n"         \
    "}\n"

Definition at line 147 of file Render_D3D1X_Device.cpp.



oculus_sdk
Author(s): Tully Foote
autogenerated on Thu Jun 6 2019 20:13:49