//final pass shading object to backsurface //input GBuffer diffuse map, lighting map void DeferredDemo::shadingPass(void) { md3dDevice->IASetInputLayout(InputLayout::PosTex); m_diffuseVar->SetResource(m_diffusespecRT->GetSRV()); m_lightingVar->SetResource(m_lightRT->GetSRV()); ID3D10EffectPass* pass = m_shadingTech->GetPassByIndex(0); pass->Apply(0); m_finalQuad->draw(); //debug window switch(dm){ case DI_NORM: mfxDrawShadowMapTexVar->SetResource(m_normalRT->GetSRV()); break; case DI_DIFFUSE: mfxDrawShadowMapTexVar->SetResource(m_diffusespecRT->GetSRV()); break; case DI_DEPTH: mfxDrawShadowMapTexVar->SetResource(m_depthTex.depthMap()); break; case DI_LIGHT: mfxDrawShadowMapTexVar->SetResource(m_lightRT->GetSRV()); } pass = mDrawShadowMapTech->GetPassByIndex(0); pass->Apply(0); m_quad->draw(); }
void Cube::Draw(ID3D10Effect* effects, D3DXMATRIX& view_matrix, D3DXMATRIX& proj_matrix, D3DXVECTOR3& eye_pos) { // Obtain shader variables texture_id_ = effects->GetVariableByName("TextureId")->AsScalar(); wvp_matrix_ = effects->GetVariableByName("WVPMatrix")->AsMatrix(); // Set world view projection matrix D3DXMATRIX wvp_matrix = world_matrix_ * view_matrix * proj_matrix; wvp_matrix_->SetMatrix((float*)wvp_matrix); // Set vertex buffer UINT stride = sizeof(Vertex); UINT offset = 0; d3d_device_->IASetVertexBuffers(0, 1, &vertex_buffer_, &stride, &offset); // Set geometry type d3d_device_->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // Obtain the technique ID3D10EffectTechnique* technique = effects->GetTechniqueByName("Render"); if (technique == NULL) { MessageBox(NULL, L"Get technique failed", L"Error", 0); } // Apply each pass in technique and draw triangle. D3D10_TECHNIQUE_DESC techDesc; technique->GetDesc(&techDesc); for (unsigned int i = 0; i < techDesc.Passes; ++i) { ID3D10EffectPass* pass = technique->GetPassByIndex(i); pass->Apply(0); // Draw cube by draw every face of the cube for(int i = 0; i < kNumFaces_; ++i) { // Set texture id texture_id_->SetInt(textureId[i]); // Set index buffer d3d_device_->IASetIndexBuffer(pIB[i], DXGI_FORMAT_R16_UINT, 0); pass->Apply(0); d3d_device_->DrawIndexed(4, 0, 0); } } }
// Render the frame HRESULT DxWidget::Render() { HRESULT hrResult = E_FAIL; HRESULT hrRetCode = E_FAIL; float ClearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f}; m_pd3dDevice->ClearRenderTargetView(m_pRenderTargetView, ClearColor); D3D10_TECHNIQUE_DESC techDesc; hrRetCode = m_pTechnique->GetDesc(&techDesc); KE_COM_PROCESS_ERROR(hrRetCode); for(UINT p = 0; p < techDesc.Passes; ++p) { ID3D10EffectPass* effectPass = m_pTechnique->GetPassByIndex(p); KE_PROCESS_ERROR(effectPass); hrRetCode = effectPass->Apply(0); KE_COM_PROCESS_ERROR(hrRetCode); m_pd3dDevice->Draw(m_nVertexCounter, 0); } hrRetCode = m_pSwapChain->Present(0, 0); KE_COM_PROCESS_ERROR(hrRetCode); hrResult = S_OK; Exit0: return hrResult; }
void Sky::draw() { D3DXVECTOR3 eyePos = GetCamera().position(); // center Sky about eye in world space D3DXMATRIX W; D3DXMatrixTranslation(&W, eyePos.x, eyePos.y, eyePos.z); D3DXMATRIX V = GetCamera().view(); D3DXMATRIX P = GetCamera().proj(); D3DXMATRIX WVP = W*V*P; HR(mfxWVPVar->SetMatrix((float*)WVP)); HR(mfxCubeMapVar->SetResource(mCubeMap)); UINT stride = sizeof(SkyVertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); md3dDevice->IASetInputLayout(InputLayout::Pos); md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; ++p) { ID3D10EffectPass* pass = mTech->GetPassByIndex(p); pass->Apply(0); md3dDevice->DrawIndexed(mNumIndices, 0, 0); } }
void Sky::Render(D3DXMATRIX VP) { gd3dDev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); gd3dDev->IASetInputLayout(InputLayout::ILPos); D3DXMATRIX World; //D3DXMatrixTranslation(&World, GetCamera().Pos().x, GetCamera().Pos().y, GetCamera().Pos().z); D3DXMatrixIdentity(&World); D3DXMATRIX SkyWVP; //SkyWVP = World * GetCamera().ViewMatrix()*GetCamera().ProjMatrix(); SkyWVP = World * VP; HR(mfxSkyWVP->SetMatrix((float*)&SkyWVP)); HR(mfxCubeTex->SetResource(mCubeTexSRV)); D3D10_TECHNIQUE_DESC TechDesc; HR(mfxSkyTech->GetDesc(&TechDesc)); for(UINT i = 0; i < TechDesc.Passes; i++) { ID3D10EffectPass* Pass = mfxSkyTech->GetPassByIndex(i); HR(Pass->Apply(0)); HR(mSphere->DrawSubset(0)); } }
void CubeMapApp::drawScene() { D3DApp::drawScene(); // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff); md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); md3dDevice->IASetInputLayout(InputLayout::PosNormalTex); // Set per frame constants. mfxEyePosVar->SetRawValue(&GetCamera().position(), 0, sizeof(D3DXVECTOR3)); mfxLightVar->SetRawValue(&mParallelLight, 0, sizeof(Light)); mfxCubeMapVar->SetResource(mEnvMapRV); D3DXMATRIX view = GetCamera().view(); D3DXMATRIX proj = GetCamera().proj(); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT i = 0; i < techDesc.Passes; ++i) { ID3D10EffectPass* pass = mTech->GetPassByIndex(i); // // draw center ball // D3DXMATRIX centerBallWVP = mCenterBallWorld*view*proj; mfxWVPVar->SetMatrix((float*)¢erBallWVP); mfxWorldVar->SetMatrix((float*)&mCenterBallWorld); mfxTexMtxVar->SetMatrix((float*)&mIdentityTexMtx); mfxDiffuseMapVar->SetResource(mBallMapRV); mfxSpecMapVar->SetResource(mDefaultSpecMapRV); mfxCubeMapEnabledVar->SetBool(true); mfxReflectMtrlVar->SetFloatVector((float*)&mReflectAll); pass->Apply(0); mBall.draw(); } // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; md3dDevice->RSSetState(0); mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, WHITE); mSwapChain->Present(0, 0); }
void Terrain::draw(const D3DXMATRIX& world) { md3dDevice->IASetInputLayout(InputLayout::PosNormalTex); UINT stride = sizeof(TerrainVertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); D3DXMATRIX view = GetCamera().view(); D3DXMATRIX proj = GetCamera().proj(); D3DXMATRIX WVP = world*view*proj; mfxWVPVar->SetMatrix((float*)&WVP); mfxWorldVar->SetMatrix((float*)&world); mfxLayer0Var->SetResource(mLayer0); mfxLayer1Var->SetResource(mLayer1); mfxLayer2Var->SetResource(mLayer2); mfxLayer3Var->SetResource(mLayer3); mfxLayer4Var->SetResource(mLayer4); mfxBlendMapVar->SetResource(mBlendMap); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT i = 0; i < techDesc.Passes; ++i) { ID3D10EffectPass* pass = mTech->GetPassByIndex(i); pass->Apply(0); md3dDevice->DrawIndexed(mNumFaces*3, 0, 0); } }
void ColoredCubeApp::drawScene() { D3DApp::drawScene(); //Step through animation frame animationTimeElapsed += mTimer.getGameTime() - animationTimePrev; animationTimePrev = mTimer.getGameTime(); if(animationTimeElapsed > 0.0666f) { animationTimeElapsed = 0.0f; frameOfAnimation++; if(frameOfAnimation > fireFrameCount-1) { frameOfAnimation = 0; } } // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff); md3dDevice->IASetInputLayout(mVertexLayout); md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set per frame constants mfxEyePosVar->SetRawValue(&mCameraPos, 0, sizeof(D3DXVECTOR3)); mfxLightVar->SetRawValue(&mLights[0], 0, sizeof(Light)); mfxLightVar2->SetRawValue(&mLights[1], 0, sizeof(Light)); mfxCubeMapVR->SetResource(mCubeMapRV); // set constants mWVP = mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); //set gWVP in color.fx to mWVP mTree.setEyePos(mCameraPos); mTree.setLights(mLights, 2); mTree.draw(mView, mProj); mObjBox.setEyePos(mCameraPos); mObjBox.setLights(mLights, 2); mObjBox.draw(mView, mProj); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; ++p) { ID3D10EffectPass* pass = mTech->GetPassByIndex( p ); //zero is always used in D3D10 D3DXMATRIX texMtx; mWVP = mBoxWorld*mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); mfxWorldVar->SetMatrix((float*)&mBoxWorld); mfxDiffuseMapVar->SetResource(mCrateMapRV); //mfxDiffuseMapVar->SetResource(mFireAnimationMapRVs[frameOfAnimation]); mfxSpecularMapVar->SetResource(mSpecularMapRV); mfxNormalMapVR->SetResource(mDefaultNormalMapRV); mfxReflectEnabledVar->SetBool(false); D3DXMatrixIdentity(&texMtx); mfxTexMtxVar->SetMatrix((float*)&texMtx); pass->Apply(0); mBox.draw(); mWVP = mPlaneWorld*mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); mfxWorldVar->SetMatrix((float*)&mPlaneWorld); mfxDiffuseMapVar->SetResource(mGrassMapRV); mfxNormalMapVR->SetResource(mBrickNormalMapRV); mfxReflectEnabledVar->SetBool(true); D3DXMATRIX s; D3DXMatrixScaling(&s, 5.0f, 5.0f, 1.0f); texMtx = s; D3DXMatrixIdentity(&texMtx); mfxTexMtxVar->SetMatrix((float*)&texMtx); pass->Apply(0); mPlane.draw(); } mSky.draw(mWVP); // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; md3dDevice->RSSetState(0); mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, BLACK); mSwapChain->Present(0, 0); }
//lighting pass renderring lighting information to lighting texture //input GBuffer normal map void DeferredDemo::lightingPass(void) { //per light source //this->resetOMTargetsAndViewport(); ID3D10RenderTargetView * rt = m_lightRT->GetRTV(); this->bindRenderTargets(1, &rt, NULL); this->bindViewport(m_lightRT->GetViewPort()); D3DXMATRIX view = GetCamera().view(); D3DXMATRIX proj = GetCamera().proj(); m_pointLightVar->SetRawValue(&m_pointLight,0, sizeof(m_pointLight)); m_depthVar->SetResource(m_depthTex.depthMap()); m_gbufferVar->SetResource(m_normalRT->GetSRV()); D3DXMATRIX mtx; D3DXMatrixTranslation(&mtx,m_pointLight.pos.x, m_pointLight.pos.y, m_pointLight.pos.z); D3DXMATRIX mvp = (mtx*view*proj); m_pointLightWVPVar->SetMatrix((float*)&mvp); D3DXVECTOR4 lightposview; ::D3DXVec3Transform(&lightposview, &m_pointLight.pos, &(view)); D3DXVECTOR3 l ; l.x = lightposview.x; l.y = lightposview.y; l.z = lightposview.z; m_lightPosVVar->SetRawValue(&l,0, sizeof(D3DXVECTOR4)); m_pointLightWVVar->SetMatrix((float*)&(mtx*view)); D3D10_TECHNIQUE_DESC techDesc; m_pointLightTech->GetDesc( &techDesc ); for(uint32_t i = 0 ; i < techDesc.Passes; ++i) { ID3D10EffectPass * pass = m_pointLightTech->GetPassByIndex(i); pass->Apply(0); m_pointLightMesh->Draw(); } for(int i = 0 ; i < 5; ++i) { D3DXMATRIX mtx; D3DXMatrixTranslation(&mtx,m_pointLights[i].pos.x, m_pointLights[i].pos.y, m_pointLights[i].pos.z); m_pointLightVar->SetRawValue(&m_pointLights[i], 0 ,sizeof(m_pointLights[i])); D3DXMATRIX mvp = (mtx*view*proj); m_pointLightWVPVar->SetMatrix((float*)&mvp); D3DXVECTOR4 lightposview; ::D3DXVec3Transform(&lightposview, &m_pointLights[i].pos, &(view)); D3DXVECTOR3 l ; l.x = lightposview.x; l.y = lightposview.y; l.z = lightposview.z; m_lightPosVVar->SetRawValue(&l,0, sizeof(D3DXVECTOR4)); m_pointLightWVVar->SetMatrix((float*)&(mtx*view)); ID3D10EffectPass * pass = m_pointLightTech->GetPassByIndex(0); pass->Apply(0); m_pointLightMesh->Draw(); } //m_pointLightWVPVar->SetMatrix m_pointLightVar->SetRawValue(&mParallelLight,0, sizeof(Light)); D3DXVECTOR4 l_dir_es; D3DXVECTOR4 l_dir_ws; l_dir_ws.x = mParallelLight.dir.x; l_dir_ws.y = mParallelLight.dir.y; l_dir_ws.z = mParallelLight.dir.z; l_dir_ws.w = 0; ::D3DXVec4Transform(&l_dir_es, &l_dir_ws, &view); m_lightDirVar->SetRawValue(&l_dir_es, 0, sizeof(D3DXVECTOR3)); m_parallelLightTech->GetDesc( &techDesc); for(uint32_t i = 0; i < techDesc.Passes; ++i) { ID3D10EffectPass * pass = m_parallelLightTech->GetPassByIndex(i); pass->Apply(0); m_pointLightMesh->Draw(); } md3dDevice->RSSetState(m_solidMode); float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff); //draw light source mesh m_lightSourceTech->GetDesc(&techDesc); D3DXMATRIX scale; ::D3DXMatrixScaling(&scale,0.001f,0.001f,0.001f); m_pointLightWVPVar->SetMatrix((float*)&(scale * mvp)); ID3D10EffectPass * pass = m_lightSourceTech->GetPassByIndex(0); pass->Apply(0); m_pointLightMesh->Draw(); for(int i = 0 ; i < 5; ++i) { D3DXMATRIX scale; ::D3DXMatrixScaling(&scale,0.001f,0.001f,0.001f); D3DXMATRIX mtx; D3DXMatrixTranslation(&mtx,m_pointLights[i].pos.x, m_pointLights[i].pos.y, m_pointLights[i].pos.z); m_pointLightVar->SetRawValue(&m_pointLights[i], 0 ,sizeof(Light)); D3DXMATRIX mvp = (mtx*view*proj); m_pointLightWVPVar->SetMatrix((float*)&(scale * mvp)); ID3D10EffectPass * pass = m_lightSourceTech->GetPassByIndex(0); pass->Apply(0); m_pointLightMesh->Draw(); } }
void DeferredDemo::genGBufferPass(void) { md3dDevice->IASetInputLayout(InputLayout::PosTangentNormalTex); // Set per frame constants. D3DXMATRIX view = GetCamera().view(); D3DXMATRIX proj = GetCamera().proj(); D3D10_TECHNIQUE_DESC techDesc; m_genGBufferTech->GetDesc( &techDesc ); m_CameraProjVar->SetMatrix((float*)&proj); m_CameraViewVar->SetMatrix((float*)&view); m_CubeMapVar->SetResource(mEnvMapRV); m_EyePosVar->SetRawValue(&GetCamera().position(), 0, sizeof(D3DXVECTOR3)); for(UINT i = 0; i < techDesc.Passes; ++i) { ID3D10EffectPass* pass = m_genGBufferTech->GetPassByIndex(i); // // draw floor // m_ObjectModelVar->SetMatrix((float*)&mFloorWorld); m_TexMtx->SetMatrix((float*)&mFloorTexMtx); m_DiffuseMapVar ->SetResource(mFloorMapRV); m_SpecMapVar->SetResource(mSpecMapRV); m_NormalMapVar->SetResource(mFloorNormalMapRV); m_CubeMapEnabledVar->SetBool(false); m_Shininese ->SetFloat(1.0f); pass->Apply(0); mFloor.draw(); // // draw base // m_ObjectModelVar->SetMatrix((float*)&mBaseWorld); m_TexMtx->SetMatrix((float*)&mIdentityTexMtx); m_DiffuseMapVar->SetResource(mBaseMapRV); m_SpecMapVar->SetResource(mSpecMapRV); m_NormalMapVar->SetResource(mBaseNormalMapRV); m_CubeMapEnabledVar->SetBool(false); m_Shininese->SetFloat(1.0f); pass->Apply(0); mBase.draw(); // // draw center ball // m_ObjectModelVar->SetMatrix((float*)&mCenterBallWorld); m_TexMtx->SetMatrix((float*)&mIdentityTexMtx); m_DiffuseMapVar->SetResource(mBallMapRV); m_NormalMapVar->SetResource(mDefaultNormalMapRV); m_SpecMapVar->SetResource(mDefaultSpecMapRV); m_CubeMapEnabledVar->SetBool(true); m_Shininese->SetFloat(1.0f); pass->Apply(0); mBall.draw(); // // draw columns // m_TexMtx->SetMatrix((float*)&mIdentityTexMtx); m_DiffuseMapVar->SetResource(mColumnMapRV); m_SpecMapVar->SetResource(mDefaultSpecMapRV); m_CubeMapEnabledVar->SetBool(false); m_NormalMapVar->SetResource(mColumnNormalMapRV); m_Shininese->SetFloat(1.0f); for(int i = 0; i < 10; ++i) { //m_CameraWVVar->SetMatrix((float*)&(mColumnWorld[i]*view)); m_ObjectModelVar->SetMatrix((float*)&mColumnWorld[i]); pass->Apply(0); mColumn.draw(); } // // draw balls // m_TexMtx->SetMatrix((float*)&mIdentityTexMtx); m_DiffuseMapVar->SetResource(mBallMapRV); m_SpecMapVar->SetResource(mDefaultSpecMapRV); m_CubeMapEnabledVar->SetBool(true); m_NormalMapVar->SetResource(mDefaultNormalMapRV); m_Shininese->SetFloat(1.0f); for(int i = 0; i < 10; ++i) { //m_CameraWVVar->SetMatrix((float*)&(mBallWorld[i]*view)); m_ObjectModelVar->SetMatrix((float*)&mBallWorld[i]); m_TexMtx->SetMatrix((float*)&mIdentityTexMtx); pass->Apply(0); mBall.draw(); } } }
void Scene::DrawScene() { MyD3D10Code::Direct3D10Class::DrawScene(); // Restore Default states, input layout and primitive topology // as m_Font->DrawText changes them. Note that we can restore // the default states by passing null m_Direct3DDevice->OMSetDepthStencilState(0, 0); float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f}; m_Direct3DDevice->OMSetBlendState(0, blendFactors, 0xffffffff); m_Direct3DDevice->IASetInputLayout(m_VertexLayout); // Bind input layout to the device m_Direct3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set primitive topology to triangle list D3DXMATRIX view = GetCamera().view(); D3DXMATRIX proj = GetCamera().proj(); ///////////////////////// // Set constants ///////////////////////// m_fxDiffuseMapVar->SetResource(m_DiffuseMapRV); m_FxSpecMapVar->SetResource(m_SpecMapRV); m_FxEyePosVar->SetRawValue(&GetCamera().position(), 0, sizeof(D3DXVECTOR3) ); m_FxLightVar->SetRawValue(&m_ParallelLight, 0, sizeof(Light) ); D3DXMATRIX texMat; D3DXMatrixIdentity(&texMat); m_FxTexMatVar->SetMatrix((float*)&texMat); /////////////////////////// // End constants /////////////////////////// D3D10_TECHNIQUE_DESC techDescription; m_Tech->GetDesc( &techDescription ); for( UINT p = 0; p < techDescription.Passes; ++p) { //m_Tech->GetPassByIndex( p )->Apply(0); ID3D10EffectPass* pass = m_Tech->GetPassByIndex(p); m_fxDiffuseMapVar->SetResource(m_DiffuseMapRV); m_WorldViewProjection = m_Box.ReturnWorldMatrix()*view*proj; m_fxWVPVar->SetMatrix( (float*)&m_WorldViewProjection ); // Updates WVP matrix in the internal cache of the effect object m_FxBoxWorldVar->SetMatrix((float*)&m_Box.ReturnWorldMatrix() ); pass->Apply(0); m_Box.Draw(m_Direct3DDevice); m_fxDiffuseMapVar->SetResource(m_RoofTilesRV); // Load tile texture m_WorldViewProjection = m_Box.ReturnWorldMatrix()*view*proj; // Using the boxes world on pupose as we want the roof to move at the same time as the box m_fxWVPVar->SetMatrix( (float*)&m_WorldViewProjection ); // Updates WVP matrix in the internal cache of the effect object m_FxBoxWorldVar->SetMatrix((float*)&m_Box.ReturnWorldMatrix() ); // Using the boxes world on pupose as we want the roof to move at the same time as the box pass->Apply(0); m_Roof.Draw(m_Direct3DDevice); m_fxDiffuseMapVar->SetResource(m_GrassRV); m_WorldViewProjection = m_Floor.ReturnWorldMatrix()*view*proj; m_fxWVPVar->SetMatrix( (float*)&m_WorldViewProjection ); // Updates WVP matrix in the internal cache of the effect object m_FxBoxWorldVar->SetMatrix((float*)&m_Floor.ReturnWorldMatrix() ); pass->Apply(0); m_Floor.Draw(m_Direct3DDevice); } m_Sky.draw(); // Draw the sky // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; m_Direct3DDevice->RSSetState(0); // Set the rasterization state to the default state m_Font->DrawText(0, m_FrameStats.c_str(), -1, &R, DT_NOCLIP, BLACK); // Took this out and put it in Coloured cube DrawScene m_SwapChain->Present(0, 0); }
void WaterLandscapeDemoScene::OnRender(DXRenderer& dx, TimeT currentTime, TimeT deltaTime) const { // Set the device up for rendering our landscape mesh. dx.GetDevice()->IASetInputLayout(mVertexLayout.Get()); dx.GetDevice()->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3DXMATRIX projectionMatrix = mCamera->GetProjectionMatrix(); // Load the landscape technique. ID3D10EffectTechnique * pTechnique = mLandscapeEffect->GetTechniqueByName("LandscapeTechnique"); // Grab the shader variables we'll need. ID3D10EffectMatrixVariable * pWVP = mLandscapeEffect->GetVariableByName("gWVP")->AsMatrix(); ID3D10EffectMatrixVariable * pWorldVar = mLandscapeEffect->GetVariableByName("gWorld")->AsMatrix(); ID3D10EffectVariable * pFxEyePosVar = mLandscapeEffect->GetVariableByName("gEyePosW"); ID3D10EffectVariable * pFxLightVar = mLandscapeEffect->GetVariableByName("gLight"); ID3D10EffectScalarVariable * pFxLightType = mLandscapeEffect->GetVariableByName("gLightType")->AsScalar(); // Set per frame constants D3DXVECTOR3 eyePos = mCamera->Position(); D3DMATRIX view = mCamera->GetViewMatrix(); Light selectedLight = mLights[mLightType]; pFxEyePosVar->SetRawValue(&eyePos, 0, sizeof(D3DXVECTOR3)); pFxLightVar->SetRawValue(&selectedLight, 0, sizeof(Light)); pFxLightType->SetInt(mLightType); // Load the effect technique for cube D3D10_TECHNIQUE_DESC technique; pTechnique->GetDesc(&technique); // Apply the landscape technique. D3DXMATRIX landTransform; D3DXMATRIX waterTransform; D3DXMatrixIdentity(&landTransform); D3DXMatrixIdentity(&waterTransform); for (unsigned int passIndex = 0; passIndex < technique.Passes; ++passIndex) { ID3D10EffectPass * pPass = pTechnique->GetPassByIndex(passIndex); dx.SetDefaultRendering(); // Draw the landscape mesh first D3DXMATRIX wvp = landTransform * view * projectionMatrix; pWVP->SetMatrix((float*)&wvp); pWorldVar->SetMatrix((float*)&landTransform); pPass->Apply(0); mTerrainMesh->Draw(dx.GetDevice()); // Draw the water mesh wvp = waterTransform * view * projectionMatrix; pWVP->SetMatrix((float*)&wvp); pWorldVar->SetMatrix((float*)&waterTransform); pPass->Apply(0); mWaterMesh->Draw(dx.GetDevice()); } }