//-------------------------------------------------------------------------------------- // 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() ); } }
//-------------------------------------------------------------------------------------- // 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() ); } }
//-------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------- // 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[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_mCenterMesh * *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_pEffect9->SetValue( g_hLightDir, vLightDir, sizeof( D3DXVECTOR3 ) * MAX_LIGHTS ) ); V( g_pEffect9->SetValue( g_hLightDiffuse, 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_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() ); } }
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); }
//-------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------- // 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(); }