bool BitmapClass::render( ID3D11DeviceContext *aD3DDeviceContext, int aPositionX, int aPositionY ) { bool result; result = updateBuffers(aD3DDeviceContext, aPositionX, aPositionY); if (!result) { return false; } renderBuffers(aD3DDeviceContext); return true; }
/* ================ 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; }
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(); } }
void DiffuseModel::render() { renderBuffers(); }
void ModelClass::render( ID3D11DeviceContext *aD3DDeviceContext ) { renderBuffers(aD3DDeviceContext); return ; }