Ejemplo n.º 1
0
void InClassProj::DrawParticles()
{
	XMVECTOR eyePos = m2DCam->GetPos();
	XMMATRIX proj = XMLoadFloat4x4(&mProj);
	XMMATRIX view = m2DCam->GetView();

	XMMATRIX vp = view * proj;

	mParticleEffect->SetPerFrameParams(eyePos);
	mParticleEffect->SetPerObjectParams(vp, mParticleTexture);

	md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
	md3dImmediateContext->IASetInputLayout(Vertex::GetParticleVertLayout());
	
	UINT stride = sizeof(Vertex::ParticleVertex);
	UINT offset = 0;

	md3dImmediateContext->IASetVertexBuffers(0, 1, &mParticleVB, &stride, &offset);
	
	md3dImmediateContext->OMSetDepthStencilState(mNoDepthDS, 0);
	float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
	md3dImmediateContext->OMSetBlendState(mAdditiveBS, blendFactor, 0xffffffff);

	D3DX11_TECHNIQUE_DESC techDesc; 
	mParticleEffect->GetTech()->GetDesc(&techDesc);
	for (UINT p = 0; p < techDesc.Passes; ++p)
	{
		mParticleEffect->GetTech()->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
		md3dImmediateContext->Draw(mParticles.size(), 0);
	}

	md3dImmediateContext->OMSetBlendState(0, blendFactor, 0xffffffff);
	md3dImmediateContext->OMSetDepthStencilState(NULL, 0);
}