text: //
  // Redistribution and use in source and binary forms, with or without
  // modification, are permitted provided that the following conditions
  // are met:
  //  * Redistributions of source code must retain the above copyright
  //    notice, this list of conditions and the following disclaimer.
  //  * Redistributions in binary form must reproduce the above copyright
  //    notice, this list of conditions and the following disclaimer in the
  //    documentation and/or other materials provided with the distribution.
  //  * Neither the name of NVIDIA CORPORATION nor the names of its
  //    contributors may be used to endorse or promote products derived
  //    from this software without specific prior written permission.
  //
  // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  //
  // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
  
  #ifndef D3D11_RENDERER_DIRECTIONAL_LIGHT_H
  #define D3D11_RENDERER_DIRECTIONAL_LIGHT_H
  
  #include <RendererConfig.h>
  
  #if defined(RENDERER_ENABLE_DIRECT3D11)
  
  #include <RendererDirectionalLight.h>
  
  #include "D3D11Renderer.h"
  
  namespace SampleRenderer
  {
  
  class D3D11RendererDirectionalLight : public RendererDirectionalLight
  {
  public:
  	D3D11RendererDirectionalLight(D3D11Renderer& renderer, const RendererDirectionalLightDesc& desc);
  	virtual ~D3D11RendererDirectionalLight(void);
  
  	virtual void bind(void) const { bind(0); }
  	virtual void bind(PxU32) const;
  
  private:
  	D3D11Renderer& m_renderer;
  };
  
  } // namespace SampleRenderer
  
  #endif // #if defined(RENDERER_ENABLE_DIRECT3D11)
  #endif
  