void HillsApp::DrawScene() { md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue)); md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); md3dImmediateContext->IASetInputLayout(mInputLayout); md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); md3dImmediateContext->PSSetShader(mPixelShader, NULL, 0); md3dImmediateContext->VSSetShader(mVertexShader, NULL, 0); UINT stride = sizeof(Vertex); UINT offset = 0; md3dImmediateContext->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dImmediateContext->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); // Set constants XMMATRIX view = XMLoadFloat4x4(&mView); XMMATRIX proj = XMLoadFloat4x4(&mProj); XMMATRIX world = XMLoadFloat4x4(&mGridWorld); XMMATRIX worldViewProj = XMMatrixTranspose(world*view*proj); cbPerObject mPerObjectCB; XMStoreFloat4x4(&mPerObjectCB.mWorldViewProj, worldViewProj); mObjectConstantBuffer.Data = mPerObjectCB; mObjectConstantBuffer.ApplyChanges(md3dImmediateContext); auto buffer = mObjectConstantBuffer.Buffer(); md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer); // Set raster state md3dImmediateContext->RSSetState(mRasterState); // Draw md3dImmediateContext->DrawIndexed(mGridIndexCount, 0, 0); HR(mSwapChain->Present(0, 0)); }
void LightingApp::DrawScene() { md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue)); md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); md3dImmediateContext->IASetInputLayout(mInputLayout); md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); md3dImmediateContext->PSSetShader(mPixelShader, NULL, 0); md3dImmediateContext->VSSetShader(mVertexShader, NULL, 0); UINT stride = sizeof(Vertex); UINT offset = 0; XMMATRIX view = XMLoadFloat4x4(&mView); XMMATRIX proj = XMLoadFloat4x4(&mProj); XMMATRIX viewProj = view*proj; // Set per frame constants. mFrameConstantBuffer.Data.mDirLight = mDirLight; mFrameConstantBuffer.Data.mPointLight = mPointLight; mFrameConstantBuffer.Data.mSpotLight = mSpotLight; mFrameConstantBuffer.Data.mEyePosW = mEyePosW; // // Draw the hills. // md3dImmediateContext->IASetVertexBuffers(0, 1, &mLandVB, &stride, &offset); md3dImmediateContext->IASetIndexBuffer(mLandIB, DXGI_FORMAT_R32_UINT, 0); // Set per object constants. XMMATRIX world = XMLoadFloat4x4(&mLandWorld); XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world); XMMATRIX worldViewProj = XMMatrixTranspose(world*view*proj); mObjectConstantBuffer.Data.mWorld = mLandWorld; XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldInvTranspose, worldInvTranspose); XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldViewProj, worldViewProj); mObjectConstantBuffer.Data.mMaterial = mLandMat; mObjectConstantBuffer.ApplyChanges(md3dImmediateContext); mFrameConstantBuffer.ApplyChanges(md3dImmediateContext); ID3D11Buffer* buffer[2] = { mObjectConstantBuffer.Buffer(), mFrameConstantBuffer.Buffer() }; md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer[0]); md3dImmediateContext->PSSetConstantBuffers(0, 2, buffer); md3dImmediateContext->DrawIndexed(mLandIndexCount, 0, 0); // // Draw the waves. // md3dImmediateContext->IASetVertexBuffers(0, 1, &mWavesVB, &stride, &offset); md3dImmediateContext->IASetIndexBuffer(mWavesIB, DXGI_FORMAT_R32_UINT, 0); // Set per object constants. world = XMLoadFloat4x4(&mWavesWorld); worldInvTranspose = MathHelper::InverseTranspose(world); worldViewProj = XMMatrixTranspose(world*view*proj); mObjectConstantBuffer.Data.mWorld = mWavesWorld; XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldInvTranspose, worldInvTranspose); XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldViewProj, worldViewProj); mObjectConstantBuffer.Data.mMaterial = mWavesMat; mObjectConstantBuffer.ApplyChanges(md3dImmediateContext); mFrameConstantBuffer.ApplyChanges(md3dImmediateContext); md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer[0]); md3dImmediateContext->PSSetConstantBuffers(0, 2, buffer); md3dImmediateContext->DrawIndexed(3 * mWaves.TriangleCount(), 0, 0); HR(mSwapChain->Present(0, 0)); }