void VRender() override { // Set up the input assembler mRenderer->VSetPrimitiveType(GPU_PRIMITIVE_TYPE_TRIANGLE); DX3D11Renderer* dxRenderer = static_cast<DX3D11Renderer*>(mRenderer); ID3D11DeviceContext* deviceContext = dxRenderer->GetDeviceContext(); deviceContext->RSSetViewports(1, &dxRenderer->GetViewport()); switch (mBlurType) { case Rig3DSampleScene::BLUR_TYPE_NONE: RenderNoBlur(); break; case Rig3DSampleScene::BLUR_TYPE_GAUSSIAN: RenderGuassianBlur(); break; case Rig3DSampleScene::BLUR_TYPE_MOTION: RenderMotionBlur(); break; default: break; } mRenderer->VSwapBuffers(); }
void VInitialize() override { mRenderer = &DX3D11Renderer::SharedInstance(); mRenderer->SetDelegate(this); mDevice = mRenderer->GetDevice(); mDeviceContext = mRenderer->GetDeviceContext(); mBezier.p0 = vec4f(-4, -4, 0, 0); mBezier.p1 = vec4f(-4, 4, 0, 0); mBezier.p2 = vec4f(4, -4, 0, 0); mBezier.p3 = vec4f(4, 4, 0, 0); VOnResize(); InitializeGeometry(); InitializeShaders(); InitializeCamera(); }