void ColoredCubeApp::drawScene() { D3DApp::drawScene(); // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff); md3dDevice->IASetInputLayout(mVertexLayout); // set some variables for the shader int foo[1]; foo[0] = 0; // set the point to the shader technique D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc(&techDesc); //setting the color flip variable in the shader mfxFLIPVar->SetRawValue(&foo[0], 0, sizeof(int)); rightWall.draw(mView, mProj, mTech); //floor.draw(mView, mProj, mTech); leftWall.draw(mView, mProj, mTech); //ceiling.draw(mView, mProj, mTech); shootCube.draw(mView, mProj, mTech); hitCubes->draw(mView,mProj,mTech); avoidCubes->draw(mView,mProj,mTech); //for(int i = 0; i < 20; i++) //{ // tiles[i].draw(mView, mProj, mTech); // //wall[i].draw(mView,mProj,mTech); //} //draw the origin origin.draw(mView, mProj, mTech); // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; mFont->DrawText(0, mTimer.c_str(), -1, &R, DT_NOCLIP, BLUE); mSwapChain->Present(0, 0); }
void ColoredCubeApp::drawScene() { D3DApp::drawScene(); // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff); md3dDevice->IASetInputLayout(mVertexLayout); mfxEyePosVar->SetRawValue(&player.getPosition(), 0, sizeof(D3DXVECTOR3)); //set the number of lights to use mfxNumLights->SetInt(numLights); // set the light array lights[0] = flashLightObject.lightSource; //lights[2] = lightObject1.getLight(); if(gamestate == level2) { for(int i = 0; i < ghosts.getNumEnemies(); i++) { lights[2+i] = ghosts.getEnemies()[i].getLight(); } } for(int i = 0; i < numLightObjects; i++) { lights[2+ghosts.getNumEnemies()+i] = lamps[i].getLight(); } lights[numLights-1] = endLight; mfxLightVar->SetRawValue(&lights[0], 0, numLights*sizeof(Light)); // Don't transform texture coordinates, so just use identity transformation. D3DXMATRIX texMtx; D3DXMatrixIdentity(&texMtx); mfxTexMtxVar->SetMatrix((float*)&texMtx); // set the point to the shader technique D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc(&techDesc); //draw the maze maze.draw(mTech,mView,mProj); //draw the keys if(gamestate == level1) { for(int i = 0; i < totalKeys; i++) { keyObject[i].draw(mView,mProj,mTech); } } //draw the end cube endCube.draw(mView,mProj,mTech); //draw the origin origin.draw(mView, mProj, mTech); for(int i = 0; i < numLightObjects; i++) { lamps[i].draw(mView,mProj,mTech); } for(int i = 0; i < numBatteries; i++) { batteries[i].draw(mView,mProj,mTechColor2); } //flashLightObject.draw(mView,mProj,mTechColor2); //flashLightObject.hitBox.draw(mView,mProj,mTechColor2); //batteryObject.draw(mView,mProj,mTechColor2); //player.draw(mView,mProj,mTechColor2); ghosts.draw(mView,mProj,mTech); /*floor.draw(mView, mProj, mTech); wall1.draw(mView, mProj, mTech); wall2.draw(mView, mProj, mTech); wall3.draw(mView, mProj, mTech); wall4.draw(mView, mProj, mTech);*/ //lightObject1.draw(mView,mProj,mTech); // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; mFont->DrawText(0, mTimer.c_str(), -1, &R, DT_NOCLIP, BLUE); mSwapChain->Present(0, 0); }