void Model::RenderToGraphics(ID3D10Device* device) { RenderBuffers(device); return; }
// |----------------------------------------------------------------------------| // | Render | // |----------------------------------------------------------------------------| void ParticleSystemClass::Render(ID3D11DeviceContext* deviceContext) { // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; }
void ModelClass::Render(ID3D11DeviceContext* deviceContext) { // 把顶点和索引缓冲放入图形管线,准备渲染. RenderBuffers(deviceContext); return; }
void SkyBox::Render(ID3D11DeviceContext* deviceContext) { // Render sky box. RenderBuffers(deviceContext); return; }
void FoliageClass::Render(ID3D11DeviceContext* deviceContext) { // Put the vertex and instance buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; }
void SkyDomeClass::Render(ID3D11DeviceContext* deviceContext) { // Render the sky dome. RenderBuffers(deviceContext); return; }
void OrthoWindow::Render(ID3D11DeviceContext* deviceContext) { // Put the vertex and index buffers on the graphicsmanager pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; }
void ModelClass::Render(ID3D11DeviceContext * deviceContext) { // 정점 버퍼와 인덱스 버퍼를 그래픽스 파이프라인에 넣어 화면에 그릴 준비를 합니다. RenderBuffers(deviceContext); return; }
// Run // void Model::Render(ID3D11DeviceContext* deviceContext) { // Rotate the model float yaw, pitch, roll; m_rotation.y += (float)XM_PI * 0.0005f; m_rotation.x += (float)XM_PI * 0.0005f; m_position.x += 1.0f; if (m_position.x > 50) m_position.x -= 50; if (m_rotation.x > 360.0f) m_rotation.x -= 360.0f; if (m_rotation.y > 360.0f) m_rotation.y-= 360.0f; if (m_rotation.z > 360.0f) m_rotation.z -= 360.0f; pitch = m_rotation.x * 0.0174532925f; yaw = m_rotation.y * 0.0174532925f; roll = m_rotation.z * 0.0174532925f; pitch = 0.0f; yaw = 0.0f; roll = 0.0f; XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll); XMStoreFloat4x4(&m_rotationMatrix, rotationMatrix); RenderBuffers(deviceContext); return; }
void SkyPlane::Render(ID3D11DeviceContext* deviceContext) { // Render the sky plane. RenderBuffers(deviceContext); return; }
void ModelClass::Render(OpenGLClass* OpenGL) { // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(OpenGL); return; }
void ModelClass::Render(ID3D10Device* device) { // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(device); return; }
void ModelAbstractClass::Render(ID3D11DeviceContext* deviceContext) { // Render the sky dome. RenderBuffers(deviceContext); return; }
void ModelHandle::Render(ID3D11DeviceContext* deviceContext) { // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; }
void ModelClass::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX& worldMatrix) { // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; }
bool BitmapClass::Render(ID3D11DeviceContext* deviceContext, int positionX, int positionY, int bitmapWidth, int bitmapHeight, float angle){ bool result = UpdateBuffers(deviceContext, positionX, positionY, bitmapWidth, bitmapHeight, -angle); if (!result){ return false; } RenderBuffers(deviceContext); return true; }
void PreviewObject::Draw(const GameContext & context) { // Put the vertex and instance buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(GraphicsDevice::GetInstance()->GetDevice()); m_pMaterial->SetPosition(m_Position); m_pMaterial->SetEffectVariables(context, nullptr); RenderShader(GraphicsDevice::GetInstance()->GetDevice()); }
bool Bitmap::Render(ID3D11DeviceContext* deviceContext) { bool result; RenderBuffers(deviceContext); return true; }
bool Bitmap::Render(ID3D11DeviceContext* deviceContext){ if (!UpdateBuffers(deviceContext, xPosition, yPosition)){ return false; } RenderBuffers(deviceContext); return true; }
bool DynamicBitmapClass::Render(ID3D10Device* device) { bool result; // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(device); return true; }
void PlaneModelClass::Render(ID3D11DeviceContext* deviceContext) { //Update the world transformations D3DXMATRIX temp; D3DXMatrixIdentity(&temp); SetModelWorldMatrix(temp); // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; }
void SphereClass::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix) { // do ALL the render works RenderBuffers(deviceContext); // Render the model using the color shader. m_vs->SetRenderParameters(deviceContext, m_worldMatrix, viewMatrix, projectionMatrix); m_ps->SetRenderParameters(deviceContext, m_texture->GetTexture()); deviceContext->Draw(m_vertextCount, 0); }
bool MouseCursor::Render(ID3D11DeviceContext* deviceContext) { bool result; // Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen. result = UpdateBuffers(deviceContext, m_pos); if(!result) return false; // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return true; }
bool HexMapClass::Render(ID3D11DeviceContext* deviceContext, int positionX, int positionY, int* terrain){ bool result; // Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen. result = UpdateBuffers(deviceContext, positionX, positionY, terrain); if (!result){ return false; } // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return true; }
bool CBitmapClass::Render(ID3D11DeviceContext* deciveContext, int positionX, int positionY) { bool result; //Recreamos el buffer dinamico para rendear una nueva ubicacion del objetos, si se necesita result = UpdateBuffers(deciveContext, positionX, positionY); if (!result) { return false; } //Creamos el vertex y pixel buffer para renderear RenderBuffers(deciveContext); return true; }
bool DebugWindow::Render(ID3D10Device* device, int positionX, int positionY) { bool result; // Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen. result = UpdateBuffers(positionX, positionY); if(!result) { return false; } // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(device); return true; }
bool Bitmap::Render(ID3D11DeviceContext* deviceContext, int positionX, int positionY , int bitmapWidth, int bitmapHeight, float depth) { bool result; m_bitmapWidth = bitmapWidth; m_bitmapHeight = bitmapHeight; // Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen. result = UpdateBuffers(deviceContext, positionX, positionY, bitmapWidth, bitmapHeight, depth); if(!result) { return false; } // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return true; }
bool CBitmap::Render(ID3D11DeviceContext* deviceContext, int posX, int posY) { bool result; // Rebuild the dynamic vertex buffer for rendering to a different location // Only if posX != previousPosX if (posX != previousPosX ||posY != previousPosY) { result = UpdateBuffers(deviceContext, posX, posY); if (!result) { CLog::Write("CBitmap::Render : could not update the dynamic vertex buffers"); return false; } } RenderBuffers(deviceContext); return true; }
void ModelClass::Render(ID3D11DeviceContext *deviceContext) { //put the vertex and index buffers on the graphics pipeline to prepare them for drawing RenderBuffers(deviceContext); }
/* Prepares the buffers and passes them over to the GPU ready for rendering. */ void CTerrain::Render(ID3D11DeviceContext * context) { // Render the data contained in the buffers.. RenderBuffers(context); }