Example #1
0
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;
}
Example #3
0
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;
}
Example #6
0
void SkyDomeClass::Render(ID3D11DeviceContext* deviceContext)
{
	// Render the sky dome.
	RenderBuffers(deviceContext);

	return;
}
Example #7
0
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;
}
Example #9
0
// 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;
}
Example #10
0
void SkyPlane::Render(ID3D11DeviceContext* deviceContext)
{
	// Render the sky plane.
	RenderBuffers(deviceContext);

	return;
}
Example #11
0
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;
}
Example #14
0
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;
}
Example #17
0
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());
}
Example #18
0
bool Bitmap::Render(ID3D11DeviceContext* deviceContext)
{
	bool result;

	RenderBuffers(deviceContext);

	return true;
}
Example #19
0
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;
}
Example #22
0
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;
}
Example #24
0
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;
}
Example #25
0
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;
}
Example #26
0
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;
}
Example #27
0
	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;
	}
Example #28
0
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;
}
Example #29
0
void ModelClass::Render(ID3D11DeviceContext *deviceContext)
{
	//put the vertex and index buffers on the graphics pipeline to prepare them for drawing
	RenderBuffers(deviceContext);
}
Example #30
0
/* 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);
}