void FireRingDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff666666, 1.0f, 0)); HR(gd3dDevice->BeginScene()); mTerrain->draw(); mPSys->draw(); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }
void Render() { md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); md3dDevice->OMSetDepthStencilState(0, 0); md3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff); //draw Trees mTrees.draw(GetCamera().getPos(), GetCamera().view()*GetCamera().proj()); D3D10_TECHNIQUE_DESC techDesc; fxU.setRenderUtil(techDesc); for(UINT p = 0; p < techDesc.Passes; ++p) { //draw Cube pWave->render(fxU,p); //draw Cube "Tower" for (UINT i=0; i < mTowers.size(); ++i) { fxU.setMfx(GetCamera().wvp(mTowers.at(i).getWorld()), mTowers.at(i).getWorld(), 1, nrOfTowers[i]); fxU.ApplyPassByIndex(p); mTowers.at(i).Draw(); } //draw Pyramid fxU.setMfx(GetCamera().wvp(mPyramid.getWorld()), mPyramid.getWorld(), 2, 3); fxU.ApplyPassByIndex(p); mPyramid.Draw(); //draw Cylinder fxU.setMfx(GetCamera().wvp(mCylinder.getWorld()), mCylinder.getWorld(), 3, 6); fxU.ApplyPassByIndex(p); mCylinder.Draw(); //draw Terrain //fxU.setMfx(GetCamera().wvp(mTerrain.getWorld()), mTerrain.getWorld(), 0, 9); //fxU.ApplyPassByIndex(p); //mTerrain.Draw(); fxU.setMfx(GetCamera().wvp(land.getWorld()), land.getWorld(), 0, 9); fxU.ApplyPassByIndex(p); land.draw(); } //draw gui gui.Render(); //draw grid qtc.draw(GetCamera().view(), GetCamera().proj(), grid); //draw Sky sky.draw(GetCamera().view(), GetCamera().proj(), GetCamera().getPos(), mLight.lightType); //draw Fire fire.draw(GetCamera().view(), GetCamera().proj()); md3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff); //draw Rain rain.draw(GetCamera().view(), GetCamera().proj()); mSwapChain->Present(0, 0); }