コード例 #1
0
ファイル: LocalDeformablePRT.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the 
// rendering calls for the scene, and it will also be called if the window needs to be 
// repainted. After this function has returned, DXUT will call 
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* 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_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 50, 50, 50 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        D3DXMATRIXA16 mViewProjection = ( *g_Camera.GetViewMatrix() ) * ( *g_Camera.GetProjMatrix() );

        g_Skybox.SetDrawSH( false );
        g_Skybox.Render( &mViewProjection, 1.0f, 1.0f );

        V( g_pEffect->SetMatrix( "g_mViewProjection", &mViewProjection ) );
        V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );

        // Set the amount of transmitted light per color channel
        D3DXVECTOR3 vColorTransmit;
        vColorTransmit.x = g_SampleUI.GetSlider( IDC_RED_TRANSMIT_SLIDER )->GetValue() / 1000.0f;
        vColorTransmit.y = g_SampleUI.GetSlider( IDC_GREEN_TRANSMIT_SLIDER )->GetValue() / 1000.0f;
        vColorTransmit.z = g_SampleUI.GetSlider( IDC_BLUE_TRANSMIT_SLIDER )->GetValue() / 1000.0f;
        V( g_pEffect->SetFloatArray( "g_vColorTransmit", vColorTransmit, 3 ) );

        // for Cubic degree rendering
        V( g_pEffect->SetFloat( "g_fLightIntensity", g_fLightIntensity ) );
        V( g_pEffect->SetFloatArray( "g_vLightDirection", g_vLightDirection, 3 * sizeof( float ) ) );
        V( g_pEffect->SetFloatArray( "g_vLightCoeffsR", m_fRLC, 4 * sizeof( float ) ) );
        V( g_pEffect->SetFloatArray( "g_vLightCoeffsG", m_fGLC, 4 * sizeof( float ) ) );
        V( g_pEffect->SetFloatArray( "g_vLightCoeffsB", m_fBLC, 4 * sizeof( float ) ) );

        pd3dDevice->SetRenderState( D3DRS_FILLMODE, g_bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID );

        DrawFrame( pd3dDevice, g_pFrameRoot );

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        V( g_LightControl.OnRender9( D3DXCOLOR( 1, 1, 1, 1 ), ( D3DXMATRIX* )g_Camera.GetViewMatrix(),
                                     ( D3DXMATRIX* )g_Camera.GetProjMatrix(), g_Camera.GetEyePt() ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
コード例 #2
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext,
                                  double fTime, float fElapsedTime, void* pUserContext )
{
	pd3dImmediateContext->ClearRenderTargetView(DXUTGetD3D11RenderTargetView(), Colors::MidnightBlue);
	pd3dImmediateContext->ClearDepthStencilView(DXUTGetD3D11DepthStencilView(), D3D11_CLEAR_DEPTH, 1.0, 0);
	
	XMMATRIX mview = g_camera.GetViewMatrix();
	XMMATRIX mproj = g_camera.GetProjMatrix();
	XMFLOAT4 LitDir = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
	XMFLOAT4 LitCol = XMFLOAT4(0.9f, 0.2f, 0.3f, 1.0f);

	/*
		SHADER CONSTANT BUFFER
	*/
	ConstantBuffer cb;
	XMStoreFloat4x4(&(cb.world), XMMatrixTranspose(g_mesh.World()));
	XMStoreFloat4x4(&(cb.view), XMMatrixTranspose(mview));
	XMStoreFloat4x4(&(cb.projection), XMMatrixTranspose(mproj));
	cb.litDir = LitDir;
	cb.litCol = LitCol;

	g_shader->RenderPrepare(&cb);

	g_mesh.Render();
}
コード例 #3
0
ファイル: MeshFromObj.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the 
// rendering calls for the scene, and it will also be called if the window needs to be 
// repainted. After this function has returned, DXUT will call 
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* 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_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;


    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 141, 153, 191 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mView = *g_Camera.GetViewMatrix();
        mProj = *g_Camera.GetProjMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables. 
        V( g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( g_hWorld, &mWorld ) );
        V( g_pEffect->SetFloat( g_hTime, ( float )fTime ) );
        V( g_pEffect->SetValue( g_hCameraPosition, g_Camera.GetEyePt(), sizeof( D3DXVECTOR3 ) ) );

        UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

        // A subset of -1 was arbitrarily chosen to represent all subsets
        if( iCurSubset == -1 )
        {
            // Iterate through subsets, changing material properties for each
            for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
            {
                RenderSubset( iSubset );
            }
        }
        else
        {
            RenderSubset( iCurSubset );
        }

        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );

        V( pd3dDevice->EndScene() );
    }
}
コード例 #4
0
ファイル: CustomUI.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = g_mView;

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
        V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );

        g_pEffect->SetTechnique( "RenderScene" );
        UINT cPasses;
        g_pEffect->Begin( &cPasses, 0 );
        ID3DXMesh* pMesh = g_Mesh.GetMesh();
        for( UINT p = 0; p < cPasses; ++p )
        {
            g_pEffect->BeginPass( p );
            for( UINT m = 0; m < g_Mesh.m_dwNumMaterials; ++m )
            {
                g_pEffect->SetTexture( "g_txScene", g_Mesh.m_pTextures[m] );
                g_pEffect->CommitChanges();
                pMesh->DrawSubset( m );
            }
            g_pEffect->EndPass();
        }
        g_pEffect->End();

        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );

        V( pd3dDevice->EndScene() );
    }
}
コード例 #5
0
ファイル: Exercise04.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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 );

    // Render the result
    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_pmView->SetMatrix( ( float* )&mView );
    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 );

    // Set Input Assembler params
    UINT stride = g_VertStride;
    UINT offset = 0;
    pd3dDevice->IASetInputLayout( g_pVertexLayout );
    pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    pd3dDevice->IASetIndexBuffer( g_pIB, DXGI_FORMAT_R32_UINT, 0 );
    pd3dDevice->IASetVertexBuffers( 0, 1, &g_pVB, &stride, &offset );

    // Render using the technique g_pRenderTextured
    D3D10_TECHNIQUE_DESC techDesc;
    g_pRenderTextured->GetDesc( &techDesc );
    for( UINT p = 0; p < techDesc.Passes; p++ )
    {
        g_pRenderTextured->GetPassByIndex( p )->Apply( 0 );
        pd3dDevice->DrawIndexed( g_NumIndices, 0, 0 );
    }
}
コード例 #6
0
ファイル: main.cpp プロジェクト: thatPowderGuy/GP_Exercises
// Draw a simple triangle using custom shaders (g_pEffect)
void DrawTriangle(ID3D11DeviceContext* pd3dImmediateContext)
{
	XMMATRIX world = g_camera.GetWorldMatrix();
	XMMATRIX view  = g_camera.GetViewMatrix();
	XMMATRIX proj  = g_camera.GetProjMatrix();
	XMFLOAT4X4 mViewProj;
	XMStoreFloat4x4(&mViewProj, world * view * proj);
	g_pEffect->GetVariableByName("g_worldViewProj")->AsMatrix()->SetMatrix((float*)mViewProj.m);
	g_pEffect->GetTechniqueByIndex(0)->GetPassByIndex(0)->Apply(0, pd3dImmediateContext);
    
	pd3dImmediateContext->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
	pd3dImmediateContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
	pd3dImmediateContext->IASetInputLayout(nullptr);
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(3, 0);
}
コード例 #7
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, 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_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

	// set active device
	SCEMAN->SetActiveDevice( pd3dDevice );
	SCEMAN->SetProjectionMatrix( g_Camera.GetProjMatrix() );
	SCEMAN->SetViewMatrix( g_Camera.GetViewMatrix() );

	// call update
	SCEMAN->Update( (float) fElapsedTime );

	// update auto-params
	SHAMAN->UpdateAutoShaderParameters( (float) fElapsedTime );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );


		SCEMAN->Render();

		//PrintMatrix( &mWorld, L"World Mtx" );
		//PrintMatrix( &mView, L"View Mtx" );
		
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );

    }
}
コード例 #8
0
//--------------------------------------------------------------------------------------
// 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;
    }       

    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );

    // Clear the depth stencil
    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 mView = g_Camera.GetViewMatrix();
    XMMATRIX mProj = g_Camera.GetProjMatrix();

    g_BatchEffect->SetWorld( mWorld );
    g_BatchEffect->SetView( mView );
    g_BatchEffect->SetProjection( mProj );

    // Draw objects
    RenderObjects();

    // Render HUD
    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();

    static ULONGLONG timefirst = GetTickCount64();
    if ( GetTickCount64() - timefirst > 5000 )
    {    
        OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
        OutputDebugString( L"\n" );
        timefirst = GetTickCount64();
    }
}
コード例 #9
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // 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 render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) );
        V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) );

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
コード例 #10
0
void CALLBACK OnD3D11FrameRender(ID3D11Device* pd3dDevice,
				ID3D11DeviceContext* pd3dImmediateContext,
				double fTime, float fElapsedTime, void* pUserContext)
{
	pd3dImmediateContext->ClearRenderTargetView(DXUTGetD3D11RenderTargetView(), Colors::DeepSkyBlue);
	pd3dImmediateContext->ClearDepthStencilView(DXUTGetD3D11DepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0);

	
	CONSTANTBUFFER cb;
	ZeroMemory(&cb, sizeof(CONSTANTBUFFER));
	XMMATRIX mat = XMLoadFloat4x4(&(g_mesh->getWorld()));	
	XMStoreFloat4x4(&cb.world, XMMatrixTranspose(mat));

	//cb.world =  g_mesh->getWorld();
	XMStoreFloat4x4(&cb.view, XMMatrixTranspose(g_camera.GetViewMatrix()));
	XMStoreFloat4x4(&cb.projection, XMMatrixTranspose(g_camera.GetProjMatrix()));

	/*
		1 0 0 0	Side (Right)
		0 1 0 0	Up
		0 0 1 0 Foward
		x y z 1 Position
	*/


	//1. XMMATRIX -> FLOAT4X4 
	XMVECTOR v = XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f);
	XMVECTOR litpos = XMVector4Transform(v, g_matLight);
	litpos = XMVector4Normalize(litpos);
	XMStoreFloat4(&cb.litDir, litpos);
	cb.litCol = XMFLOAT4(0.7f, 0.7f, 0.6f, 1.0f);

	g_shader->RenderPrepare(&cb);
	g_mesh->Render();


	//
	mat = XMLoadFloat4x4(&(g_meshLight->getWorld()));
	XMStoreFloat4x4(&cb.world, XMMatrixTranspose(mat));
	g_shader->RenderPrepare(&cb);
	g_meshLight->Render();
	
}
コード例 #11
0
ファイル: CompiledEffect.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Handle updates to the scene.  This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // Update the camera's position based on user input 
    g_Camera.FrameMove( fElapsedTime );

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

    mWorldViewProjection = mWorld * mView * mProj;

    // Update the effect's variables 
    g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection );
    g_pEffect->SetMatrix( g_hWorld, &mWorld );
    g_pEffect->SetFloat( g_hTime, ( float )fTime );
}
コード例 #12
0
//--------------------------------------------------------------------------------------
// 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_D3DSettingsDlg.IsActive())
    {
        g_D3DSettingsDlg.OnRender(fElapsedTime);
        return;
    }

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

    // Store off original render target and depth/stencil
    ID3D11RenderTargetView* pOrigRTV = NULL;
    ID3D11DepthStencilView* pOrigDSV = NULL;
    pd3dImmediateContext->OMGetRenderTargets(1, &pOrigRTV, &pOrigDSV);

    g_OIT.Render(pd3dImmediateContext, pd3dDevice, &g_Scene, mWorldViewProjection, pOrigRTV, pOrigDSV);

    pd3dImmediateContext->OMSetRenderTargets(1, &pOrigRTV, pOrigDSV);

    // Restore original render targets, and then draw UI
    SAFE_RELEASE(pOrigRTV);
    SAFE_RELEASE(pOrigDSV);

    DXUT_BeginPerfEvent(DXUT_PERFEVENTCOLOR, L"HUD / Stats");
    g_HUD.OnRender(fElapsedTime);
    g_SampleUI.OnRender(fElapsedTime);
    RenderText();
    DXUT_EndPerfEvent();
}
コード例 #13
0
ファイル: DDSWithoutD3DX9.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr = S_OK;

    // 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;
    }

    D3DXMATRIX mWorld = *g_Camera.GetWorldMatrix();
    D3DXMATRIX mView = *g_Camera.GetViewMatrix();
    D3DXMATRIX mProj = *g_Camera.GetProjMatrix();
    D3DXMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 160, 160, 250 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        g_pEffect9->SetMatrix( g_hmWorld, &mWorld );
        g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection );
        g_pEffect9->SetTexture( g_htxDiffuse, g_pTexture9 );

        pd3dDevice->SetVertexDeclaration( g_pDecl9 );

        g_Mesh.Render( pd3dDevice, g_pEffect9, g_hRenderScene );

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
コード例 #14
0
ファイル: Exercise03.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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 );
        }
    }
}
コード例 #15
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    float ClearColor[4] = { 1.0f, 1.0f, 1.0f, 0.0f }; // R, G, B, A
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    // 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;
    }

    // Set our render target since we can't present multisampled ref
    ID3D10RenderTargetView* pOrigRT;
    ID3D10DepthStencilView* pOrigDS;
    pd3dDevice->OMGetRenderTargets( 1, &pOrigRT, &pOrigDS );
    ID3D10RenderTargetView* aRTViews[ 1 ] = { g_pRTRV };
    pd3dDevice->OMSetRenderTargets( 1, aRTViews, g_pDSRV );

    pd3dDevice->ClearRenderTargetView( g_pRTRV, ClearColor );
    pd3dDevice->ClearDepthStencilView( g_pDSRV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    // Set Matrices
    D3DXMATRIX mWorldViewProj;
    D3DXMATRIX mWorldView;
    D3DXMATRIX mViewProj;
    D3DXMATRIX mWorld;
    D3DXMATRIX mView;
    D3DXMATRIX mProj;

    // Fix the camera motion for now
    D3DXMATRIX mBlurViewProj[MAX_TIME_STEPS];
    for( int i = 0; i < MAX_TIME_STEPS; i++ )
    {
        mView = *g_Camera.GetViewMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mBlurViewProj[i] = mView * mProj;
    }
    g_pmBlurViewProj->SetMatrixArray( ( float* )mBlurViewProj, 0, MAX_TIME_STEPS );

    D3DXMatrixIdentity( &mWorld );
    mView = *g_Camera.GetViewMatrix();
    mProj = *g_Camera.GetProjMatrix();
    mViewProj = mView * mProj;
    mWorldViewProj = mWorld * mViewProj;
    mWorldView = mWorld * mView;

    g_pmWorldViewProj->SetMatrix( ( float* )&mWorldViewProj );
    g_pmViewProj->SetMatrix( ( float* )&mViewProj );
    g_pmWorldView->SetMatrix( ( float* )&mWorldView );

    RenderSceneMesh( pd3dDevice, &g_SceneMesh, false );
    RenderFanMesh( pd3dDevice, &g_FanMesh, fTime, false );
    if( g_bRenderOgre )
        RenderSkinnedMesh( pd3dDevice, &g_AnimMesh, fTime, false );

    for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ )
        RenderLinkedMesh( pd3dDevice, &g_pLinkedMeshes[iMesh], &g_AnimMesh, g_MeshLinkages[iMesh].iBone, fTime,
                          false );

    if( g_bUseMotionBlur )
    {
        RenderFanMesh( pd3dDevice, &g_FanMesh, fTime, true );
        if( g_bRenderOgre )
            RenderSkinnedMesh( pd3dDevice, &g_AnimMesh, fTime, true );

        for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ )
            RenderLinkedMesh( pd3dDevice, &g_pLinkedMeshes[iMesh], &g_AnimMesh, g_MeshLinkages[iMesh].iBone, fTime,
                              true );
    }

    //MSAA resolve
    ID3D10Resource* pRT;
    pOrigRT->GetResource( &pRT );
    D3D10_RENDER_TARGET_VIEW_DESC rtDesc;
    pOrigRT->GetDesc( &rtDesc );
    pd3dDevice->ResolveSubresource( pRT, D3D10CalcSubresource( 0, 0, 1 ), g_pRenderTarget, D3D10CalcSubresource( 0, 0,
                                                                                                                 1 ),
                                    rtDesc.Format );
    SAFE_RELEASE( pRT );

    // Use our Old RT again
    aRTViews[0] = pOrigRT;
    pd3dDevice->OMSetRenderTargets( 1, aRTViews, pOrigDS );
    SAFE_RELEASE( pOrigRT );
    SAFE_RELEASE( pOrigDS );

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    RenderText();
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    DXUT_EndPerfEvent();
}
コード例 #16
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* 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;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorldViewProjection;
    D3DXVECTOR3 vLightDir;
    D3DXCOLOR vLightDiffuse;
    UINT iPass, cPasses;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f,
                          0 ) );
    
    //pd3dDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, TRUE);
    //pd3dDevice->SetRenderState( D3DRS_SRGBWRITEENABLE, TRUE );
        // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = g_mCenterMesh * *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        g_fLightScale = 1.0;
        vLightDir = g_LightControl.GetLightDirection();
        vLightDiffuse = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 );

        V( g_pEffect9->SetValue( g_hLightDir, &vLightDir, sizeof( D3DXVECTOR3 ) * 1 ) );
        V( g_pEffect9->SetValue( g_hLightDiffuse, &vLightDiffuse, sizeof( D3DXVECTOR4 ) * 1 ) );

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) );

        D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 );
        V( g_pEffect9->SetValue( g_hMaterialDiffuseColor, &vWhite, sizeof( D3DXCOLOR ) ) );
        V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) );
        V( g_pEffect9->SetInt( g_hnNumLights, g_nNumActiveLights ) );

        // Render the scene with this technique as defined in the .fx file
        switch( g_nNumActiveLights )
        {
            case 1:
                V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture1Light ) ); break;
            case 2:
                V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture2Light ) ); break;
            case 3:
                V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture3Light ) ); break;
        }

        // Apply the technique contained in the effect and render the mesh
        V( g_pEffect9->Begin( &cPasses, 0 ) );
        for( iPass = 0; iPass < cPasses; iPass++ )
        {
            V( g_pEffect9->BeginPass( iPass ) );
            V( g_pMesh9->DrawSubset( 0 ) );
            V( g_pEffect9->EndPass() );
        }
        V( g_pEffect9->End() );

        g_HUD.OnRender( fElapsedTime );
        g_SampleUI.OnRender( fElapsedTime );

        RenderText();

        V( pd3dDevice->EndScene() );
    }
}
コード例 #17
0
ファイル: MeshFromOBJ10.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }
    
    //
    // Clear the back buffer
    //
    float ClearColor[4] = { 0.3f, 0.3f, 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 );

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

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

    mWorldViewProjection = mWorld * mView * mProj;

    // Update the effect's variables. 
    V( g_pWorldViewProjection->SetMatrix( (float*)&mWorldViewProjection ) );
    V( g_pWorld->SetMatrix( (float*)&mWorld ) );
    V( g_pTime->SetFloat( (float)fTime ) );
    V( g_pCameraPosition->SetFloatVector( (float*)g_Camera.GetEyePt() ) );   

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

    UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

    //
    // Render the mesh
    //
    if ( iCurSubset == -1 )
    {
        for ( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumSubsets(); ++iSubset )
        {
            RenderSubset( iSubset );
        }
    } else
    {
        RenderSubset( iCurSubset );
    }

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    RenderText();
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );    
    DXUT_EndPerfEvent();
}
コード例 #18
0
//--------------------------------------------------------------------------------------
// 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;
    }       

    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );

    // Clear the depth stencil
    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 mView = g_Camera.GetViewMatrix();
    XMMATRIX mProj = g_Camera.GetProjMatrix();
    XMMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // Set the constant buffers
    HRESULT hr;
    D3D11_MAPPED_SUBRESOURCE MappedResource;
    V( pd3dImmediateContext->Map( g_pcbVSPerFrame11, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    auto pVSPerFrame = reinterpret_cast<CB_VS_PER_FRAME*>( MappedResource.pData );
    pVSPerFrame->m_vLightDir = XMFLOAT3( 0,0.707f,-0.707f );
    pVSPerFrame->m_fTime = (float)fTime;
    pVSPerFrame->m_LightDiffuse = XMFLOAT4( 1.f, 1.f, 1.f, 1.f );
    pd3dImmediateContext->Unmap( g_pcbVSPerFrame11, 0 );
    pd3dImmediateContext->VSSetConstantBuffers( 1, 1, &g_pcbVSPerFrame11 );

    V( pd3dImmediateContext->Map( g_pcbVSPerObject11, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    auto pVSPerObject = reinterpret_cast<CB_VS_PER_OBJECT*>( MappedResource.pData );
    XMStoreFloat4x4( &pVSPerObject->m_mWorldViewProjection, XMMatrixTranspose( mWorldViewProjection ) );
    XMStoreFloat4x4( &pVSPerObject->m_mWorld,  XMMatrixTranspose( mWorld ) );
    pVSPerObject->m_MaterialAmbientColor = XMFLOAT4( 0.3f, 0.3f, 0.3f, 1.0f );
    pVSPerObject->m_MaterialDiffuseColor = XMFLOAT4( 0.7f, 0.7f, 0.7f, 1.0f );
    pd3dImmediateContext->Unmap( g_pcbVSPerObject11, 0 );
    pd3dImmediateContext->VSSetConstantBuffers( 0, 1, &g_pcbVSPerObject11 );

    // Set render resources
    pd3dImmediateContext->IASetInputLayout( g_pLayout11 );
    pd3dImmediateContext->VSSetShader( g_pVertexShader11, nullptr, 0 );
    pd3dImmediateContext->PSSetShader( g_pPixelShader11, nullptr, 0 );
    pd3dImmediateContext->PSSetSamplers( 0, 1, &g_pSamLinear );

    // Render objects here...

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();

    static ULONGLONG timefirst = GetTickCount64();
    if ( GetTickCount64() - timefirst > 5000 )
    {    
        OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
        OutputDebugString( L"\n" );
        timefirst = GetTickCount64();
    }
}
コード例 #19
0
void CALLBACK OnD3D11FrameRender(ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
	float fElapsedTime, void* pUserContext)
{
	pd3dImmediateContext->ClearRenderTargetView(DXUTGetD3D11RenderTargetView(), Colors::Black);
	pd3dImmediateContext->ClearDepthStencilView(DXUTGetD3D11DepthStencilView(), D3D11_CLEAR_DEPTH, 1.0, 0);

	XMMATRIX mworld = g_camera.GetWorldMatrix();
	XMMATRIX mview = g_camera.GetViewMatrix();
	XMMATRIX mproj = g_camera.GetProjMatrix();

	g_BatchEffect->SetView(mview);
	g_BatchEffect->SetProjection(mproj);

	// Draw Grids
	const XMVECTORF32 xaxis = { 50.f, 0.f, 0.f };
	const XMVECTORF32 yaxis = { 0.f, 0.f, 50.f };
	DrawGrid(xaxis, yaxis, g_XMZero, 50, 50, Colors::Azure);
	

	// Draw Font
	g_dwtext->Render(L"га╥╧юс = ", DXUTGetFPS(), 10, 10);
	
	XMVECTOR worldPos;
	XMVECTOR worldDir;
	
	//g_input->getMousePosWorld(worldPos, worldDir, mview, mproj, TRUE);
	g_input->Pick(worldPos, worldDir, mworld, mview, mproj);


	/*
		POSITION
	*/
	WCHAR strformat[256] = {};
	XMFLOAT3 pos;
	XMStoreFloat3(&pos, worldPos);
	swprintf(strformat, L"pos = %f , %f , %f", pos.x, pos.y, pos.z);
	g_dwtext->Render(strformat, 0, 10, 30);


	/*
		DIRECTION
	*/
	XMFLOAT3 dir;
	XMStoreFloat3(&dir, worldDir);

	swprintf(strformat, L"dir = %f , %f , %f", dir.x, dir.y, dir.z);
	g_dwtext->Render(strformat, 0, 10, 50);


	/*
		CURSOR POSITION
	*/
	POINT pt = g_input->getMousePos();
	swprintf(strformat, L"cursor = %d , %d", pt.x, pt.y );
	g_dwtext->Render(strformat, 0, 10, 70);


	XMVECTOR eye = g_camera.GetEyePt();
	XMFLOAT3 feye;
	XMStoreFloat3(&feye, eye);
	swprintf(strformat, L"eye = %f , %f , %f", feye.x, feye.y, feye.z);
	g_dwtext->Render(strformat, 0, 10, 90);

	XMVECTOR lookat = g_camera.GetLookAtPt();
	XMFLOAT3 flookat;
	XMStoreFloat3(&flookat, lookat);
	swprintf(strformat, L"lookat = %f , %f , %f", flookat.x, flookat.y, flookat.z);
	g_dwtext->Render(strformat, 0, 10, 110);

	
	XMVECTOR axis1 = XMVectorSet( pos.x, pos.y, pos.z, 0.0f);
	XMVECTOR axis2 = XMVectorSet(dir.x, dir.y, dir.z, 0.0f);
	DrawCenterGrid(axis1, axis2);

	XMMATRIX wpos = XMMatrixTranslation(pos.x, pos.y, pos.z);
	g_ShapePos->Draw(wpos, mview, mproj, Colors::LawnGreen);

	XMMATRIX wdir = XMMatrixTranslation(dir.x, dir.y, dir.z);
	g_ShapeDir->Draw(wdir, mview, mproj, Colors::OrangeRed);
	
}
コード例 #20
0
ファイル: Tutorial13.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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();
}
コード例 #21
0
//--------------------------------------------------------------------------------------
void RenderAOFromMesh(ID3D11Device* pd3dDevice, 
                      ID3D11DeviceContext* pd3dImmediateContext,
                      ID3D11RenderTargetView* pBackBufferRTV,
                      SceneMesh *pMesh)
{
    UINT SampleCount = g_MSAADesc[g_MSAACurrentSettings].SampleCount;
    SceneViewInfo ViewInfo;

    pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    pd3dImmediateContext->RSSetViewports(1, &g_FullViewport);

    //--------------------------------------------------------------------------------------
    // Clear render target and depth buffer
    //--------------------------------------------------------------------------------------
    float BgColor[4] = { 1.0f, 1.0f, 1.0f };
    pd3dImmediateContext->ClearRenderTargetView(g_ColorRTV, BgColor);
    pd3dImmediateContext->ClearDepthStencilView(g_DepthStencilDSV, D3D11_CLEAR_DEPTH, 1.0, 0);

    //--------------------------------------------------------------------------------------
    // Render color and depth with the Scene3D class
    //--------------------------------------------------------------------------------------
    pd3dImmediateContext->OMSetRenderTargets(1, &g_ColorRTV, g_DepthStencilDSV);

    if (g_UseOrbitalCamera)
    {
        ViewInfo.WorldViewMatrix = (*g_OrbitalCamera.GetWorldMatrix()) * (*g_OrbitalCamera.GetViewMatrix());
        ViewInfo.ProjectionMatrix = *g_OrbitalCamera.GetProjMatrix();
    }
    else
    {
        D3DXMATRIX WorldMatrix;
        D3DXMatrixRotationX(&WorldMatrix, -D3DX_PI * 0.5f);
        ViewInfo.WorldViewMatrix = WorldMatrix * (*g_FirstPersonCamera.GetViewMatrix());
        ViewInfo.ProjectionMatrix = *g_FirstPersonCamera.GetProjMatrix();
    }

    g_pSceneRenderer.OnFrameRender(&ViewInfo, pMesh);

    //--------------------------------------------------------------------------------------
    // Render the SSAO
    //--------------------------------------------------------------------------------------

    GFSDK_SSAO_InputDepthData InputDepthData;
    InputDepthData.pFullResDepthTextureSRV = g_DepthStencilSRV;
    InputDepthData.pProjectionMatrix = (CONST FLOAT*)ViewInfo.ProjectionMatrix;
    InputDepthData.ProjectionMatrixLayout = GFSDK_SSAO_ROW_MAJOR_ORDER;
    InputDepthData.MetersToViewSpaceUnits = pMesh->GetSceneScale();

    GFSDK_SSAO_Status status;
    status = g_AORenderer.RenderAO(pd3dImmediateContext, &InputDepthData, &g_AOParams, g_ColorRTV);
    assert(status == GFSDK_SSAO_OK);

    //--------------------------------------------------------------------------------------
    // Copy/resolve colors to the 1xAA backbuffer
    //--------------------------------------------------------------------------------------

    pd3dImmediateContext->OMSetRenderTargets(1, &pBackBufferRTV, NULL);

    ID3D11Texture2D* pBackBufferTexture;
    pBackBufferRTV->GetResource((ID3D11Resource**)&pBackBufferTexture);

    if (SampleCount > 1)
    {
        pd3dImmediateContext->ResolveSubresource(pBackBufferTexture, 0, g_ColorTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
    }
    else
    {
        pd3dImmediateContext->CopyResource(pBackBufferTexture, g_ColorTexture);
    }

    SAFE_RELEASE(pBackBufferTexture);
}
コード例 #22
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_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }
    
    //
    // Clear the back buffer
    //
    float ClearColor[4] = { .0f, 0.0f, 0.0f, 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 the Cull Mode (non-FX method)  setup the render state
    //
    pd3dDevice->RSSetState( g_pRasterStates[ 0 ] );

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

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

    mWorldViewProjection = mWorld * mView * mProj;

    // Update the effect's variables. 
    V( g_pWorldViewProjection->SetMatrix( (float*)&mWorldViewProjection ) );
    V( g_pWorld->SetMatrix( (float*)&mWorld ) );
    V( g_pTime->SetFloat( (float)fTime ) );
    V( g_pCameraPosition->SetFloatVector( (float*)g_Camera.GetEyePt() ) );   


	// Blend
	pd3dDevice->OMSetDepthStencilState(0, 0);
	float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f};
	pd3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff);


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

    UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

    //
    // Render the mesh
    //
	// Stop render the loader mesh
	bool drawLoaderMesh = true;
	if (drawLoaderMesh) {
		if ( iCurSubset == -1 )
		{
			for ( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumSubsets(); ++iSubset )
			{
				RenderSubset( iSubset );
			}
		} else
		{
			RenderSubset( iCurSubset );
		}
	}

	// 
	// Render the Cube
	//
	//UINT cubeAttributCount;
	// This is not efficiency this procedure will always call to the GPU
	// To get the number of suset.
	//g_TrialCube->GetAttributeTable(NULL, &cubeAttributCount);
	//for (UINT iSubset = 0; iSubset < cubeAttributCount; iSubset++)
	//{
	//	g_TrialCube->DrawSubset(iSubset);
	//}
	//g_TrialCube->DrawSubset(0);

	pd3dDevice->RSSetState( g_pRasterStates[ g_eSceneRasterizerMode ] );

	pd3dDevice->OMSetBlendState(g_TransparentBS, blendFactor, 0xffffffff);
	//g_pBox->draw();
	bool drawAABBLevel=false;
	if (drawAABBLevel){
		g_AABBConstructor->DrawLevel(g_CurrentAABBLevel);
	}

	// g_FunctionDraw->DrawFunction();
	 g_ParabolaDis->Draw();
	//g_UVFileDisp->Draw();
	//g_AABBConstructor->DrawAllAABBDetial();

	//
    // Reset our Cull Mode (non-FX method)
    //
    pd3dDevice->RSSetState( g_pRasterStates[ 0 ] );

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    RenderText();
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );    
    DXUT_EndPerfEvent();


}
コード例 #23
0
//--------------------------------------------------------------------------------------
// 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();
}
コード例 #24
0
//--------------------------------------------------------------------------------------
// 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_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // WVP
    XMMATRIX mProj = g_Camera.GetProjMatrix();
    XMMATRIX mView = g_Camera.GetViewMatrix();

    XMMATRIX mViewProjection = mView * mProj;

    // Update per-frame variables
    D3D11_MAPPED_SUBRESOURCE MappedResource;
    pd3dImmediateContext->Map( g_pcbPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
    auto pData = reinterpret_cast<CB_PER_FRAME_CONSTANTS*>( MappedResource.pData );
    XMStoreFloat4x4( &pData->mViewProjection, XMMatrixTranspose( mViewProjection ) );
    XMStoreFloat3( &pData->vCameraPosWorld, g_Camera.GetEyePt() );
    pData->fTessellationFactor = (float)g_fSubdivs;

    pd3dImmediateContext->Unmap( g_pcbPerFrame, 0 );

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

    // Set state for solid rendering
    pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );

    // Render the meshes
    // Bind all of the CBs
    pd3dImmediateContext->VSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );
    pd3dImmediateContext->HSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );
    pd3dImmediateContext->DSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );
    pd3dImmediateContext->PSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );

    // Set the shaders
    pd3dImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );

    // For this sample, choose either the "integer", "fractional_even",
    // or "fractional_odd" hull shader
    if (g_iPartitionMode == PARTITION_INTEGER)
        pd3dImmediateContext->HSSetShader( g_pHullShaderInteger, nullptr, 0 );
    else if (g_iPartitionMode == PARTITION_FRACTIONAL_EVEN)
        pd3dImmediateContext->HSSetShader( g_pHullShaderFracEven, nullptr, 0 );
    else if (g_iPartitionMode == PARTITION_FRACTIONAL_ODD)
        pd3dImmediateContext->HSSetShader( g_pHullShaderFracOdd, nullptr, 0 );

    pd3dImmediateContext->DSSetShader( g_pDomainShader, nullptr, 0 );
    pd3dImmediateContext->GSSetShader( nullptr, nullptr, 0 );
    pd3dImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );

    // Optionally draw the wireframe
    if( g_bDrawWires )
    {
        pd3dImmediateContext->PSSetShader( g_pSolidColorPS, nullptr, 0 );
        pd3dImmediateContext->RSSetState( g_pRasterizerStateWireframe ); 
    }

    // Set the input assembler
    // This sample uses patches with 16 control points each
    // Although the Mobius strip only needs to use a vertex buffer,
    // you can use an index buffer as well by calling IASetIndexBuffer().
    pd3dImmediateContext->IASetInputLayout( g_pPatchLayout );
    UINT Stride = sizeof( BEZIER_CONTROL_POINT );
    UINT Offset = 0;
    pd3dImmediateContext->IASetVertexBuffers( 0, 1, &g_pControlPointVB, &Stride, &Offset );
    pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST );

    // Draw the mesh
    pd3dImmediateContext->Draw( ARRAYSIZE(g_MobiusStrip), 0 );

    pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );

    // Render the HUD
    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();
}
コード例 #25
0
//--------------------------------------------------------------------------------------
//실제 render가 발생하는 함수
//fTime, fElapsedTime은 윈도우 콜백이 알아서 만들어서 인자 전달
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{

	//렌더 필요 변수
    HRESULT hr;
    D3DXMATRIXA16 mWorldViewProjection;
    D3DXVECTOR3 vLightDir[MAX_LIGHTS];
    D3DXCOLOR vLightDiffuse[MAX_LIGHTS];
    UINT iPass, cPasses;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;

    //디바이스 초기화
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f,
                          0 ) );

    //씬 그리기 시작
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        //카메라의 현재 매트릭스 값을 받아서 월드 매트릭스에 곱한 결과 값
        mWorld = g_mCenterWorld * (*g_Camera.GetWorldMatrix());
		//프로젝션 매트릭스 설정
        mProj = *g_Camera.GetProjMatrix();
		//뷰 매트릭스 설정
        mView = *g_Camera.GetViewMatrix();

		//월드 매트릭스에 *뷰 * 프로젝션 매트릭스 적용
        mWorldViewProjection = mWorld * mView * mProj;

        //라이트 적용
        for( int i = 0; i < g_nNumActiveLights; i++ )
        {
            vLightDir[i] = g_LightControl[i].GetLightDirection();
            vLightDiffuse[i] = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 );
        }


		//shader에 조명 관련 정보 binding
        V( g_pEffect->SetValue( "g_LightDir", vLightDir, sizeof( D3DXVECTOR3 ) * MAX_LIGHTS ) );
        V( g_pEffect->SetValue( "g_LightDiffuse", vLightDiffuse, sizeof( D3DXVECTOR4 ) * MAX_LIGHTS ) );


		//shader에 매트릭스 관련 정보 binding
        V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );

		//shader에 재질 속성 값 관련 정보 binding
        D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 );
        V( g_pEffect->SetValue( "g_MaterialDiffuseColor", &vWhite, sizeof( D3DXCOLOR ) ) );
        
		//shader에 time 값 전달
		V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );

		//shader에 활성 조명 값
        V( g_pEffect->SetInt( "g_nNumLights", g_nNumActiveLights ) );

			
        switch( g_nNumActiveLights )
        {
            case 1:
                V( g_pEffect->SetTechnique( "RenderSceneWithTexture1Light" ) ); break;
            case 2:
                V( g_pEffect->SetTechnique( "RenderSceneWithTexture2Light" ) ); break;
            case 3:
                V( g_pEffect->SetTechnique( "RenderSceneWithTexture3Light" ) ); break;
        }


        //shader 시작
        V( g_pEffect->Begin( &cPasses, 0 ) );
		
		//pass는 그리는 개수를 의미
		//그리는 개수 만큼 pass 순환
        for( iPass = 0; iPass < cPasses; iPass++ )
        {
            V( g_pEffect->BeginPass( iPass ) );

            // Render the mesh with the applied technique
            V( g_pMesh->DrawSubset( 0 ) );

            V( g_pEffect->EndPass() );
        }
        V( g_pEffect->End() );

		//씬 그리기 종료
        V( pd3dDevice->EndScene() );
    }
}
コード例 #26
0
ファイル: Exercise06.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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 );

    // Make sure we only grow the tree the first time we go to render.
    // If we recreated the same tree every frame, we would definitely waste time.
    static bool bFirst = true;
    if( bFirst )
    {
        //-----------------------------------------------------------------------------------------
        // o/__   <-- BreakdancinBob NOTE: Give the grow algorithm access to the random buffer
        // |  (\    
        //-----------------------------------------------------------------------------------------
        g_pRandomBuf->SetResource( g_pRandomBufferRV );

        // Grow the branches one step at a time
        for( UINT i = 0; i < g_NumGrowthSpurts; i++ )
        {
            GrowBranches( pd3dDevice );
        }
        bFirst = false;
    }

    // Render the result
    D3DXMATRIX mWorld;
    D3DXMATRIX mView;
    D3DXMATRIX mProj;
    D3DXMATRIX mWorldViewProj;
    D3DXMATRIX mWorldView;
    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_pmWorld->SetMatrix( ( float* )&mWorld );
    g_pmWorldView->SetMatrix( ( float* )&mWorldView );
    g_pDiffuseTex->SetResource( g_pMeshTexRV );
    D3DXVECTOR3 lightDir( -1,1,-1 );
    D3DXVECTOR3 viewLightDir;
    D3DXVec3TransformNormal( &viewLightDir, &lightDir, &mView );
    D3DXVec3Normalize( &viewLightDir, &viewLightDir );
    g_pViewSpaceLightDir->SetFloatVector( ( float* )&viewLightDir );

    // Set Input Assembler params
    ID3D10Buffer* pBuffers[1];
    pBuffers[0] = g_pDrawFrom;
    UINT stride = g_VertStride;
    UINT offset = 0;
    pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    pd3dDevice->IASetVertexBuffers( 0, 1, pBuffers, &stride, &offset );

    // Render using the technique g_pRenderTextured
    D3D10_TECHNIQUE_DESC techDesc;
    g_pRenderTextured->GetDesc( &techDesc );
    for( UINT p = 0; p < techDesc.Passes; p++ )
    {
        g_pRenderTextured->GetPassByIndex( p )->Apply( 0 );
        pd3dDevice->DrawAuto();
    }
}
コード例 #27
0
//--------------------------------------------------------------------------------------
// 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();
}
コード例 #28
0
ファイル: BasicHLSL.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the 
// rendering calls for the scene, and it will also be called if the window needs to be 
// repainted. After this function has returned, DXUT will call 
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* 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_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorldViewProjection;
    D3DXVECTOR3 vLightDir[MAX_LIGHTS];
    D3DXCOLOR vLightDiffuse[MAX_LIGHTS];
    UINT iPass, cPasses;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f,
                          0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Render the light arrow so the user can visually see the light dir
        for( int i = 0; i < g_nNumActiveLights; i++ )
        {
            D3DXCOLOR arrowColor = ( i == g_nActiveLight ) ? D3DXCOLOR( 1, 1, 0, 1 ) : D3DXCOLOR( 1, 1, 1, 1 );
            V( g_LightControl[i].OnRender9( arrowColor, &mView, &mProj, g_Camera.GetEyePt() ) );
            vLightDir[i] = g_LightControl[i].GetLightDirection();
            vLightDiffuse[i] = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 );
        }

        V( g_pEffect->SetValue( "g_LightDir", vLightDir, sizeof( D3DXVECTOR3 ) * MAX_LIGHTS ) );
        V( g_pEffect->SetValue( "g_LightDiffuse", vLightDiffuse, sizeof( D3DXVECTOR4 ) * MAX_LIGHTS ) );

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
        V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );

        D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 );
        V( g_pEffect->SetValue( "g_MaterialDiffuseColor", &vWhite, sizeof( D3DXCOLOR ) ) );
        V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );
        V( g_pEffect->SetInt( "g_nNumLights", g_nNumActiveLights ) );

        // Render the scene with this technique 
        // as defined in the .fx file
        switch( g_nNumActiveLights )
        {
            case 1:
                V( g_pEffect->SetTechnique( "RenderSceneWithTexture1Light" ) ); break;
            case 2:
                V( g_pEffect->SetTechnique( "RenderSceneWithTexture2Light" ) ); break;
            case 3:
                V( g_pEffect->SetTechnique( "RenderSceneWithTexture3Light" ) ); break;
        }


        // Apply the technique contained in the effect 
        V( g_pEffect->Begin( &cPasses, 0 ) );

        for( iPass = 0; iPass < cPasses; iPass++ )
        {
            V( g_pEffect->BeginPass( iPass ) );

            // The effect interface queues up the changes and performs them 
            // with the CommitChanges call. You do not need to call CommitChanges if 
            // you are not setting any parameters between the BeginPass and EndPass.
            // V( g_pEffect->CommitChanges() );

            // Render the mesh with the applied technique
            V( g_pMesh->DrawSubset( 0 ) );

            V( g_pEffect->EndPass() );
        }
        V( g_pEffect->End() );

        g_HUD.OnRender( fElapsedTime );
        g_SampleUI.OnRender( fElapsedTime );

        RenderText( fTime );

        V( pd3dDevice->EndScene() );
    }
}