Esempio n. 1
0
bool BitmapClass::render( ID3D11DeviceContext *aD3DDeviceContext, int aPositionX, int aPositionY )
{
	bool result;

	result = updateBuffers(aD3DDeviceContext, aPositionX, aPositionY);
	if (!result)
	{
		return false;
	}

	renderBuffers(aD3DDeviceContext);

	return true;
}
Esempio n. 2
0
/*
================
 DebugWindow::render
================
*/
bool DebugWindow::render( ID3D10Device* device, int x, int y)
{	
	// Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen.
	bool result = updateBuffers(x, y);
	if(!result)
	{
		return false;
	}

	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	renderBuffers(device);

	return true;
}
Esempio n. 3
0
	void Renderer::flush() {
		int numOfRenderables = renderingQueue.size();
		if (numOfRenderables > 0) {
			// Build the vertex-buffer
			std::vector<float> vertexBuffer;
			vertexBuffer.reserve(numOfRenderables * VERTEX_PER_RENDERABLE);
			for (auto renderable : renderingQueue) {
				std::shared_ptr<SpriteComponent> sprite = renderable->getComponent<SpriteComponent>(SpriteComponent::componentName);
				std::vector<float> vertices = sprite->getVertices();
				vertexBuffer.insert(vertexBuffer.end(), vertices.begin(), vertices.end());
			}
			// Upload data to the GPU
			uploadVertices(vertexBuffer);
			// Render the uploaded data
			renderBuffers(numOfRenderables * INDEX_PER_RENDERABLE);
			// Clear the rendering queue
			renderingQueue.clear();
		}
	}
Esempio n. 4
0
		void DiffuseModel::render()
		{
			renderBuffers();
		}
Esempio n. 5
0
void ModelClass::render( ID3D11DeviceContext *aD3DDeviceContext )
{
    renderBuffers(aD3DDeviceContext);

    return ;
}