Graphics Reference
In-Depth Information
#include “DXUT.h”
#include “DXUTcamera.h”
#include “DXUTsettingsdlg.h”
#include “SDKmisc.h”
#include “resource.h”
#include “skybox.h”
#include “XNet.h”
#include <iostream>
#include <fstream>
#include <time.h>
//#define DEBUG_VS //Uncomment this line to debug vertex shaders
//#define DEBUG_PS //Uncomment this line to debug pixel shaders
#define NUM_TONEMAP_TEXTURES 5
//Number of stages in the 3x3
down-scaling of average luminance
textures
#define NUM_BLOOM_TEXTURES
2
#define RGB16_MAX
100
enum ENCODING_MODE
{
FP16,
FP32,
RGB16,
RGBE8,
NUM_ENCODING_MODES
};
enum RENDER_MODE
{
DECODED,
RGB_ENCODED,
ALPHA_ENCODED,
NUM_RENDER_MODES
};
struct TECH_HANDLES
{
D3DXHANDLE XRay;
D3DXHANDLE SimpleLighting;
D3DXHANDLE SpecularLighting;
D3DXHANDLE ToonEffect;
D3DXHANDLE Reflect;
D3DXHANDLE ReflectSpecular;
};
struct SCREEN_VERTEX
{
D3DXVECTOR4 pos;
D3DXVECTOR2 tex;
static const DWORD FVF;
};
const DWORD SCREEN_VERTEX::FVF = D3DFVF_XYZRHW | D3DFVF_TEX1;
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