void RayTracerMaterial::createVertexBuffer(ID3D11Device * device, const Mesh& mesh, ID3D11Buffer** vertexBuffers)const
{
	const std::vector<XMFLOAT3>& sourceVertices = mesh.vertices();
	std::vector<XMFLOAT3>* textureCoordinates = mesh.textureCoords().at(0);
	assert(textureCoordinates->size() == sourceVertices.size());

	std::vector<VertexPositionTexture> vertices;
	vertices.reserve(sourceVertices.size());
	for (UINT i = 0; i < sourceVertices.size(); i++)
	{
		XMFLOAT3 position = sourceVertices.at(i);
		XMFLOAT3 uv = textureCoordinates->at(i);
		vertices.push_back(VertexPositionTexture(XMFLOAT4(position.x, position.y, position.z, 1.0f), XMFLOAT2(uv.x, uv.y)));
	}

	createVertexBuffer(device, &vertices[0], vertices.size(), vertexBuffers);
}
Exemplo n.º 2
0
PostProcessRenderer::PostProcessRenderer(GraphicsContext& graphicsContext)
	: _graphicsContext(graphicsContext), _quadVertexBuffer(graphicsContext.CreateVertexBuffer(BufferType::Static))
{
	static const VertexPositionTexture quadVertices[6]
	{
		VertexPositionTexture(Vector3f(-1, 1, 0), Vector2f::UnitY),
		VertexPositionTexture(Vector3f(-1, -1, 0), Vector2f::Zero),
		VertexPositionTexture(Vector3f(1, -1, 0), Vector2f::UnitX),

		VertexPositionTexture(Vector3f(-1, 1, 0), Vector2f::UnitY),
		VertexPositionTexture(Vector3f(1, -1, 0), Vector2f::UnitX),
		VertexPositionTexture(Vector3f(1, 1, 0), Vector2f::One),
	};

	_quadVertexBuffer->SetVertexData(quadVertices, Array::Length(quadVertices));
	_currentRenderTarget = _graphicsContext.CreateRenderTarget(1920, 1080, DepthBufferFormat::Depth24Stencil8);
	_backgroundRenderTarget = _graphicsContext.CreateRenderTarget(1920, 1080, DepthBufferFormat::Depth24Stencil8);

	static const std::string VertexShader = R"XXX(
		#version 330 core

		layout(location = 0) in vec3 vertexPosition;
		layout(location = 2) in vec2 vertexUV;
		out vec2 fragmentUV;

		void main(){
			gl_Position =  vec4(vertexPosition, 1);
			fragmentUV = vertexUV;
		})XXX";

	static const std::string FragmentShader = R"XXX(
		#version 330 core

		in vec2 fragmentUV;
		out vec4 color;

		uniform sampler2D TextureSampler;
		void main() {
			color = texture2D(TextureSampler, fragmentUV);
		})XXX";