void RenderSystem::v_Render()
{

	BeginScene();
	TurnOnAlphaBlending();

	static float t = 0.0f;
	static ULONGLONG timeStart = 0;
	ULONGLONG timeCur = GetTickCount64();
	if ( timeStart==0 )
		timeStart = timeCur;

	t = ( timeCur-timeStart ) / 1000.0f;

	XMMATRIX Model     = XMMatrixRotationY(t);
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));

	m_Cube.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	TurnOffAlphaBlending();
	EndScene();
}
Example #2
0
////Text
bool ModelsDemo::RenderPassTwo(){
	d3dContext_->OMSetRenderTargets( 1, &backBufferTarget_, NULL );
	unsigned int stride = sizeof( VertexPos );
	unsigned int offset = 0;


		// create matrices to create a single world matrix for the GameObject's transform
		XMMATRIX scale_mat = XMMatrixScaling(1,1,1);
		XMMATRIX rotation_mat = XMMatrixRotationRollPitchYaw(0,0,0);
		XMMATRIX position_mat = XMMatrixTranslation(0, 0, 0);
		XMMATRIX  world_mat = XMMatrixTranspose( scale_mat * rotation_mat * position_mat );
		d3dContext_->UpdateSubresource( worldCB_, 0, 0, &world_mat, 0, 0 );
		d3dContext_->VSSetConstantBuffers( 0, 1, &worldCB_ );





		TurnZBufferOff();
		TurnOnAlphaBlending();
	
		stride = sizeof( TextVertexPos );
		offset = 0;

		d3dContext_->IASetInputLayout( textInputLayout_ );
		d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
		d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

		d3dContext_->VSSetShader( textTextureMapVS_, 0, 0 );
		d3dContext_->PSSetShader( textTextureMapPS_, 0, 0 );


		d3dContext_->PSSetShaderResources( 0, 1, &textColorMap_ );
		d3dContext_->PSSetSamplers( 0, 1, &textColorMapSampler_ );

		////////////////////////////////////////////////////////
		//MyGrid->Render(d3dContext_);

		d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );///////
		if (gameState_ == START_MENU)
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////
		DrawString( "PRESS SPACE to START", -0.4f, 0.0f );
		DrawString( "PRESS ESC to QUIT", -0.35f, -0.1f );
		////////////////////////////////////////////////////////////////////////////////////////////////
	}
	char output[24];
	if(gameState_ == RUN){
		sprintf_s(output, "Floor:%d",MyGrid->GetFloorNumber());
		DrawString( output, -0.1f, 0.8f);

		sprintf_s(output, "%d/%d",MyGrid->GetHealth(), MyGrid->GetMaxHealth());
		DrawString( output, -0.1f, 0.9f);

		sprintf_s(output, "%d",MyGrid->GetPotions());
		DrawString( output, -0.2f, 0.8f);

		sprintf_s(output, "%d",MyGrid->GetStrength());
		DrawString( output, -0.3f, 0.8f);

		sprintf_s(output, "%d",MyGrid->GetDefense());
		DrawString( output, -0.4f, 0.8f);
	}

	if((gameState_ == RUN)&&(displayFPS==true))
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////

		
		//sprintf_s(output, "FPS:%d",fps_);
		sprintf_s(output, "FPS:%d",fps_);

		DrawString( output, -0.9f, 0.83f);

		//sprintf_s(output, "Frame Time:%d", MyGrid->GetHeight());

		//DrawString( output, -0.9f, 0.6f);
		////////////////////////////////////////////////////////////////////////////////////////////////
	}




	if (gameState_ == PAUSED)
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////

		DrawString( "GAME PAUSED", -0.2f, 0.0f );
		if (pauseMenuSelection == RETURN)
		{
			DrawString( "->Return to Game<-", -0.33f, -0.1f );
		}
		else
		{
			DrawString( "Return to Game", -0.25f, -0.1f );
		}

		if (pauseMenuSelection == FPS)
		{
			if(displayFPS==true)
			{
				DrawString( "->Display FPS: ON<-",-0.35f, -0.2f );
			}
			else
			{
				DrawString( "->Display FPS:OFF<-",-0.35f, -0.2f );
			}
		}
		else
		{
			if(displayFPS==true)
			{
				DrawString( "Display FPS: ON",-0.27f, -0.2f );
			}
			else
			{
				DrawString( "Display FPS:OFF",-0.27f, -0.2f );
			}
		}
		
		if (pauseMenuSelection == PLAY_MOVIE)
		{
			DrawString( "->Play the Movie<-", -0.33f, -0.3f );
		}
		else
		{
			DrawString( "Play the Movie", -0.25f, -0.3f );
		}

		if (pauseMenuSelection == QUIT)
		{
			DrawString( "->Return to Menu<-", -0.33f, -0.4f );
		}
		else
		{
			DrawString( "Return to Menu", -0.25f, -0.4f );
		}

		////////////////////////////////////////////////////////////////////////////////////////////////
	}



		
	
	
		TurnOffAlphaBlending();
		TurnZBufferOn();

		return true;
}