//-------------------------------------------------------------------------------------- // Render the scene using the D3D10 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { // Clear the render target float ClearColor[4] = { 0.9569f, 0.9569f, 1.0f, 0.0f }; ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView(); pd3dDevice->ClearRenderTargetView( pRTV, ClearColor ); ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView(); pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 ); D3DXMATRIX mWorld; D3DXMATRIX mView; D3DXMATRIX mProj; D3DXMATRIX mWorldView; D3DXMATRIX mWorldViewProj; mWorld = *g_Camera.GetWorldMatrix(); mProj = *g_Camera.GetProjMatrix(); mView = *g_Camera.GetViewMatrix(); mWorldView = mWorld * mView; mWorldViewProj = mWorldView * mProj; // Set variables g_pmWorldViewProj->SetMatrix( ( float* )&mWorldViewProj ); g_pmWorldView->SetMatrix( ( float* )&mWorldView ); g_pmWorld->SetMatrix( ( float* )&mWorld ); g_pmProj->SetMatrix( ( float* )&mProj ); g_pDiffuseTex->SetResource( g_pMeshTexRV ); D3DXVECTOR3 lightDir( -1,1,-1 ); D3DXVECTOR3 viewLightDir; D3DXVec3TransformNormal( &viewLightDir, &lightDir, &mView ); D3DXVec3Normalize( &viewLightDir, &viewLightDir ); g_pViewSpaceLightDir->SetFloatVector( ( float* )&viewLightDir ); // Get VB and IB UINT offset = 0; UINT stride = g_Mesh.GetVertexStride( 0, 0 ); ID3D10Buffer* pVB = g_Mesh.GetVB10( 0, 0 ); ID3D10Buffer* pIB = g_Mesh.GetAdjIB10( 0 ); // Set Input Assembler params pd3dDevice->IASetInputLayout( g_pVertexLayout ); pd3dDevice->IASetIndexBuffer( pIB, g_Mesh.GetIBFormat10( 0 ), 0 ); pd3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ ); // Render using the technique g_pRenderTextured SDKMESH_SUBSET* pSubset = NULL; D3D10_TECHNIQUE_DESC techDesc; g_pRenderTextured->GetDesc( &techDesc ); for( UINT p = 0; p < techDesc.Passes; p++ ) { g_pRenderTextured->GetPassByIndex( p )->Apply( 0 ); for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); subset++ ) { pSubset = g_Mesh.GetSubset( 0, subset ); pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount * 2, ( UINT )pSubset->IndexStart, ( UINT )pSubset->VertexStart ); } } // Render the chess piece just for show // Render using the technique g_pRenderPiece g_pRenderPiece->GetDesc( &techDesc ); for( UINT p = 0; p < techDesc.Passes; p++ ) { g_pRenderPiece->GetPassByIndex( p )->Apply( 0 ); for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); subset++ ) { pSubset = g_Mesh.GetSubset( 0, subset ); pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount * 2, ( UINT )pSubset->IndexStart, ( UINT )pSubset->VertexStart ); } } }
//-------------------------------------------------------------------------------------- // Render the scene using the D3D11 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, 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_SettingsDlg.IsActive() ) { g_SettingsDlg.OnRender( fElapsedTime ); return; } // // Clear the back buffer // auto pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue ); // // Clear the depth stencil // auto pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); XMMATRIX mView = g_Camera.GetViewMatrix(); XMMATRIX mProj = g_Camera.GetProjMatrix(); XMMATRIX mWorldViewProjection = g_World * mView * mProj; // // Update variables that change once per frame // g_pProjectionVariable->SetMatrix( ( float* )&mProj ); g_pViewVariable->SetMatrix( ( float* )&mView ); g_pWorldVariable->SetMatrix( ( float* )&g_World ); g_pTimeVariable->SetFloat( ( float )fTime ); // // Set the Vertex Layout // pd3dImmediateContext->IASetInputLayout( g_pVertexLayout ); // // Render the mesh // UINT Strides[1]; UINT Offsets[1]; ID3D11Buffer* pVB[1]; pVB[0] = g_Mesh.GetVB11( 0, 0 ); Strides[0] = ( UINT )g_Mesh.GetVertexStride( 0, 0 ); Offsets[0] = 0; pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets ); pd3dImmediateContext->IASetIndexBuffer( g_Mesh.GetIB11( 0 ), g_Mesh.GetIBFormat11( 0 ), 0 ); D3DX11_TECHNIQUE_DESC techDesc; HRESULT hr; V( g_pTechnique->GetDesc( &techDesc ) ); for( UINT p = 0; p < techDesc.Passes; ++p ) { for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); ++subset ) { auto pSubset = g_Mesh.GetSubset( 0, subset ); auto PrimType = g_Mesh.GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType ); pd3dImmediateContext->IASetPrimitiveTopology( PrimType ); auto pDiffuseRV = g_Mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV11; g_ptxDiffuseVariable->SetResource( pDiffuseRV ); g_pTechnique->GetPassByIndex( p )->Apply( 0, pd3dImmediateContext ); pd3dImmediateContext->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart ); } } // // Render the UI // g_HUD.OnRender( fElapsedTime ); g_SampleUI.OnRender( fElapsedTime ); RenderText(); }
//-------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------- // 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 ); }