Exemple #1
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    //
    // Clear the back buffer
    //
    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red, green, blue, alpha
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );

    //
    // Clear the depth stencil
    //
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    //
    // Update variables that change once per frame
    //
    g_pProjectionVariable->SetMatrix( ( float* )g_Camera.GetProjMatrix() );
    g_pViewVariable->SetMatrix( ( float* )g_Camera.GetViewMatrix() );
    g_pWorldVariable->SetMatrix( ( float* )&g_World );

    //
    // Set the Vertex Layout
    //
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    //
    // Render the mesh
    //
    UINT Strides[1];
    UINT Offsets[1];
    ID3D10Buffer* pVB[1];
    pVB[0] = g_Mesh.GetVB10( 0, 0 );
    Strides[0] = ( UINT )g_Mesh.GetVertexStride( 0, 0 );
    Offsets[0] = 0;
    pd3dDevice->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
    pd3dDevice->IASetIndexBuffer( g_Mesh.GetIB10( 0 ), g_Mesh.GetIBFormat10( 0 ), 0 );

    D3D10_TECHNIQUE_DESC techDesc;
    g_pTechnique->GetDesc( &techDesc );
    SDKMESH_SUBSET* pSubset = NULL;
    ID3D10ShaderResourceView* pDiffuseRV = NULL;
    D3D10_PRIMITIVE_TOPOLOGY PrimType;

    for( UINT p = 0; p < techDesc.Passes; ++p )
    {
        for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); ++subset )
        {
            pSubset = g_Mesh.GetSubset( 0, subset );

            PrimType = g_Mesh.GetPrimitiveType10( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
            pd3dDevice->IASetPrimitiveTopology( PrimType );

            pDiffuseRV = g_Mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV10;
            g_ptxDiffuseVariable->SetResource( pDiffuseRV );

            g_pTechnique->GetPassByIndex( p )->Apply( 0 );
            pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart );
        }
    }

    //the mesh class also had a render method that allows rendering the mesh with the most common options
    //g_Mesh.Render( pd3dDevice, g_pTechnique, g_ptxDiffuseVariable );

    //
    // Render the UI
    //
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );

    RenderText();
}
Exemple #2
0
//--------------------------------------------------------------------------------------
// RenderBalls
//--------------------------------------------------------------------------------------
void RenderBalls( ID3D10Device* pd3dDevice )
{
    D3DXMATRIX mWorld;
    D3DXMatrixIdentity( &mWorld );

    D3DXVECTOR3 vEye;
    D3DXVECTOR3 vDir;
    D3DXMATRIX mCamWorld;
    D3DXMATRIX mView;
    D3DXMATRIX mProj;
    GetCameraData( &mCamWorld, &mView, &mProj, &vEye, &vDir );
    D3DXMATRIX mWVP = mCamWorld * mView * mProj;

    g_pmWorldViewProj->SetMatrix( ( float* )&mWVP );
    g_pmWorld->SetMatrix( ( float* )&mWorld );

    pd3dDevice->IASetInputLayout( g_pBallDecl10 );

    ID3D10EffectTechnique* pTechnique = g_pRenderBall;
	
    // set vb streams
    ID3D10Buffer* pBuffers[2];
    pBuffers[0] = g_BallMesh.GetVB10( 0, 0 );
    pBuffers[1] = g_pStreamDataVB10;
    UINT strides[2];
    strides[0] = g_BallMesh.GetVertexStride( 0, 0 );
    strides[1] = sizeof( D3DXVECTOR3 );
    UINT offsets[2] = {0,0};
    pd3dDevice->IASetVertexBuffers( 0, 2, pBuffers, strides, offsets );

    SetNumVisibleBalls( g_NumVisibleBalls );

    // Set our index buffer as well
    pd3dDevice->IASetIndexBuffer( g_BallMesh.GetIB10( 0 ), g_BallMesh.GetIBFormat10( 0 ), 0 );

    SDKMESH_SUBSET* pSubset = NULL;
    D3D10_PRIMITIVE_TOPOLOGY PrimType;
    D3D10_TECHNIQUE_DESC techDesc;
    pTechnique->GetDesc( &techDesc );

    for( UINT p = 0; p < techDesc.Passes; ++p )
    {
        for( UINT subset = 0; subset < g_BallMesh.GetNumSubsets( 0 ); subset++ )
        {
            pSubset = g_BallMesh.GetSubset( 0, subset );

            PrimType = g_BallMesh.GetPrimitiveType10( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
            pd3dDevice->IASetPrimitiveTopology( PrimType );

            pTechnique->GetPassByIndex( p )->Apply( 0 );

            UINT IndexCount = ( UINT )pSubset->IndexCount;
            UINT IndexStart = ( UINT )pSubset->IndexStart;
            UINT VertexStart = ( UINT )pSubset->VertexStart;
            //UINT VertexCount = (UINT)pSubset->VertexCount;

            pd3dDevice->DrawIndexedInstanced( IndexCount, g_NumVisibleBalls, IndexStart, VertexStart, 0 );
        }
    }

    pBuffers[0] = NULL;
    pBuffers[1] = NULL;
    pd3dDevice->IASetVertexBuffers( 0, 2, pBuffers, strides, offsets );
}