//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                  float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    // 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 render target and depth stencil
    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );
    auto pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );

    // Get the projection & view matrix from the camera class
    XMMATRIX mWorld = g_Camera.GetWorldMatrix();
    XMMATRIX mProj  = g_Camera.GetProjMatrix();
    XMMATRIX mView  = g_Camera.GetViewMatrix();

    // Get the light direction
    XMVECTOR vLightDir = g_LightControl.GetLightDirection();

    // Render the light arrow so the user can visually see the light dir
    V( g_LightControl.OnRender( Colors::Yellow, mView, mProj, g_Camera.GetEyePt() ) );

    // Ambient Light
    static const XMVECTORF32 s_vLightColorA = { 0.1f, 0.1f, 0.1f, 1.0f };
    g_pAmbientLightColor->SetFloatVector( s_vLightColorA );
    g_pAmbientLightEnable->SetBool(true);

    // Hemi Ambient Light
    static const XMVECTORF32 s_vLightColorH1 = { 0.3f, 0.3f, 0.4f, 1.0f };
    g_pHemiAmbientLightColor->SetFloatVector( s_vLightColorH1 );
    g_pHemiAmbientLightEnable->SetBool(true);

    XMFLOAT4 vLightGrndClr( 0.05f, 0.05f, 0.05f, 1.f );
    g_pHemiAmbientLightGroundColor->SetFloatVector( reinterpret_cast<float*>( &vLightGrndClr ) );

    XMFLOAT4 vVec(0.0f, 1.0f, 0.0f, 1.0f);
    g_pHemiAmbientLightDirUp->SetFloatVector( reinterpret_cast<float*>( &vVec ) );

    // Directional Light
    g_pDirectionalLightColor->SetFloatVector( Colors::White );
    g_pDirectionalLightEnable->SetBool(true);

    XMFLOAT4 tmp;
    XMStoreFloat4( &tmp, vLightDir );
    tmp.w = 1.f;
    g_pDirectionalLightDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );

    // Environment Light - color comes from the texture
    g_pEnvironmentLightColor->SetFloatVector( Colors::Black );
    g_pEnvironmentLightEnable->SetBool(true);

    // Setup the Eye based on the DXUT camera
    XMVECTOR vEyePt = g_Camera.GetEyePt();
    XMVECTOR vDir = g_Camera.GetLookAtPt() - vEyePt;
    XMStoreFloat4( &tmp, vDir );
    tmp.w = 1.f;
    g_pEyeDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );

    //Get the mesh
    //IA setup
    pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 );
    UINT Strides[1];
    UINT Offsets[1];
    ID3D11Buffer* pVB[1];
    pVB[0] = g_Mesh11.GetVB11( 0, 0 );
    Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 );
    Offsets[0] = 0;
    pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
    pd3dImmediateContext->IASetIndexBuffer( g_Mesh11.GetIB11( 0 ), g_Mesh11.GetIBFormat11( 0 ), 0 );
 
    // Set the per object constant data
    XMMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // VS Per object
    XMFLOAT4X4 tmp4x4;
    XMStoreFloat4x4( &tmp4x4, mWorldViewProjection );
    g_pWorldViewProjection->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );
    XMStoreFloat4x4( &tmp4x4, mWorld );
    g_pWorld->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );

    // Setup the Shader Linkage based on the user settings for Lighting
    ID3DX11EffectClassInstanceVariable* pLightClassVar;
    
    // Ambient Lighting First - Constant or Hemi?
    if ( g_bHemiAmbientLighting )
    {
        pLightClassVar = g_pHemiAmbientLightClass;
    }
    else
    {
        pLightClassVar = g_pAmbientLightClass;
    }
    if (g_pAmbientLightIface)
    {
        g_pAmbientLightIface->SetClassInstance(pLightClassVar);
    }
    
    // Direct Light - None or Directional 
    if (g_bDirectLighting) 
    {
        pLightClassVar = g_pDirectionalLightClass;
    }
    else
    {
        // Disable ALL Direct Lighting
        pLightClassVar = g_pAmbientLightClass;
    }
    if (g_pDirectionalLightIface)
    {
        g_pDirectionalLightIface->SetClassInstance(pLightClassVar);
    }

    // Setup the selected material class instance
    E_MATERIAL_TYPES iMaterialTech = g_iMaterial;
    switch( g_iMaterial )
    {
    case MATERIAL_PLASTIC:
    case MATERIAL_PLASTIC_TEXTURED:
        // Bind the Environment light for reflections
        pLightClassVar = g_pEnvironmentLightClass;
        if (g_bLightingOnly)
        {
            iMaterialTech = MATERIAL_PLASTIC_LIGHTING_ONLY;
        }
        break;
    case MATERIAL_ROUGH:
    case MATERIAL_ROUGH_TEXTURED:
        // UnBind the Environment light 
        pLightClassVar = g_pAmbientLightClass;
        if (g_bLightingOnly)
        {
            iMaterialTech = MATERIAL_ROUGH_LIGHTING_ONLY;
        }
        break;
    }
    if (g_pEnvironmentLightIface)
    {
        g_pEnvironmentLightIface->SetClassInstance(pLightClassVar);
    }

    ID3DX11EffectTechnique* pTechnique = g_pTechnique;

    if (g_pMaterialIface)
    {
#if USE_BIND_INTERFACES

        // We're using the techniques with pre-bound materials,
        // so select the appropriate technique.
        pTechnique = g_MaterialClasses[ iMaterialTech ].pTechnique;

#else

        // We're using a single technique and need to explicitly
        // bind a concrete material instance.
        g_pMaterialIface->SetClassInstance( g_MaterialClasses[ iMaterialTech ].pClass );

#endif
    }

    // PS Per Prim

    // Shiny Plastic
    XMFLOAT3 clr1(1, 0, 0.5f);
    g_MaterialClasses[MATERIAL_PLASTIC].pColor->SetFloatVector( reinterpret_cast<float*>( &clr1 ) );
    g_MaterialClasses[MATERIAL_PLASTIC].pSpecPower->SetInt(255);

    // Shiny Plastic with Textures
    XMFLOAT3 clr2(1, 0, 0.5f);
    g_MaterialClasses[MATERIAL_PLASTIC_TEXTURED].pColor->SetFloatVector( reinterpret_cast<float*>( &clr2 ) );
    g_MaterialClasses[MATERIAL_PLASTIC_TEXTURED].pSpecPower->SetInt(128);

    // Lighting Only Plastic
    XMFLOAT3 clr3(1, 1, 1);
    g_MaterialClasses[MATERIAL_PLASTIC_LIGHTING_ONLY].pColor->SetFloatVector( reinterpret_cast<float*>( &clr3 ) );
    g_MaterialClasses[MATERIAL_PLASTIC_LIGHTING_ONLY].pSpecPower->SetInt(128);

    // Rough Material
    XMFLOAT3 clr4(0, 0.5f, 1);
    g_MaterialClasses[MATERIAL_ROUGH].pColor->SetFloatVector( reinterpret_cast<float*>( &clr4 ) );
    g_MaterialClasses[MATERIAL_ROUGH].pSpecPower->SetInt(6);

    // Rough Material with Textures
    XMFLOAT3 clr5(0, 0.5f, 1);
    g_MaterialClasses[MATERIAL_ROUGH_TEXTURED].pColor->SetFloatVector( reinterpret_cast<float*>( &clr5 ) );
    g_MaterialClasses[MATERIAL_ROUGH_TEXTURED].pSpecPower->SetInt(6);

    // Lighting Only Rough
    XMFLOAT3 clr6(1, 1, 1);
    g_MaterialClasses[MATERIAL_ROUGH_LIGHTING_ONLY].pColor->SetFloatVector( reinterpret_cast<float*>( &clr6 ) );
    g_MaterialClasses[MATERIAL_ROUGH_LIGHTING_ONLY].pSpecPower->SetInt(6);

    if (g_bWireFrame)
        g_pFillMode->SetInt(1);
    else
        g_pFillMode->SetInt(0);

    // Apply the technique to update state.
    pTechnique->GetPassByIndex(0)->Apply(0, pd3dImmediateContext);

    //Render
    g_Mesh11.Render( pd3dImmediateContext, 0, 1, INVALID_SAMPLER_SLOT);

    // Tell the UI items to render 
    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();
}
Exemple #2
0
//--------------------------------------------------------------------------------------
// 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();
}
Exemple #4
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//--------------------------------------------------------------------------------------
// 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 #5
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 );
}