Exemplo n.º 1
0
bool Run()
{
	
	SkyBox.Render();
	Renderer::camera->CameraMovement();
	//DirectX::XMFLOAT4X4 matrix;
	//RenderSet* temp = &((RenderContext*)renderset->GetHead())->getRenderMaterials();
	//((RenderShape*)temp->GetHead())->SetViewMatrix(Renderer::camera->viewMatrix);
	//((RenderShape*)temp->GetHead())->SetProjMatrix(Renderer::camera->projMatrix);
	Renderer::Render(renderset);
	//RenderShape::GetViewProjMatrix

	//float aspectRatio = 500.0f / 500.0f;
	//
	//camera->camera.viewMatrix = DirectX::XMMatrixIdentity();
	//camera->camera.WorldMatrix = DirectX::XMMatrixIdentity();
	//camera->camera.projMatrix = DirectX::XMMatrixPerspectiveFovLH(DirectX::XMConvertToRadians(75), aspectRatio, 0.1f, 1000.0f);

	Renderer::Present();
	return true;
}
//--------------------------------------------------------------------------------------
// 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;
    }

		//Render light arrow
    D3DXMATRIX mView;
    D3DXMATRIX mProj;
	mProj = ( *g_Camera.GetProjMatrix() );
    mView = ( *g_Camera.GetViewMatrix() );
	D3DXCOLOR arrowColor = D3DXCOLOR( 1, 1, 0, 1 );
	//hr = g_LightControl.OnRender11( arrowColor, &mView, &mProj, g_Camera.GetEyePt() );
	FirePart.calculate_particle(pd3dDevice,pd3dImmediateContext,fElapsedTime,&g_Camera,&g_LightControl);
	MissilePart.calculate_particle(pd3dDevice,pd3dImmediateContext,fElapsedTime,&g_Camera,&g_LightControl);
	board1.RenderTexture(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_LightControl);	
    deboard.RenderTexture(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_LightControl);	

    // Clear the render target and depth stencil
    float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    //ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
	ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_ori, ClearColor );
    ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_ori,pDSV);
	
	
	
	
	pd3dImmediateContext->OMSetDepthStencilState(NULL, 0);
	sky.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);

	lightsphere.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	tessplane.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	tesscube.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	fuse.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,&g_LightControl);
	board1.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	deboard.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	
	test.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	if(show_buildings)
	{
		buildings.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	}
	geo_alien.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	FirePart.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera);
	MissilePart.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera);
	//ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();

	
	pd3dImmediateContext->OMSetDepthStencilState(NULL, 0);

	pd3dImmediateContext->OMSetBlendState(NULL,NULL,0xffffffff);
	//find bright spot 
	pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_1, ClearColor );
    pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_1,pDSV);

	pd3dImmediateContext->VSSetShader( VSPPFirstPass, NULL, 0 );
    pd3dImmediateContext->PSSetShader( PSPPFirstPass, NULL, 0 );

	pd3dImmediateContext->HSSetShader( NULL, NULL, 0 );
	pd3dImmediateContext->DSSetShader( NULL, NULL, 0 );
    pd3dImmediateContext->GSSetShader( NULL, NULL, 0 );

	pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear);
	pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture_original);
	//pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(9,0);

	//blur hori
	pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_2, ClearColor );
    pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_2,pDSV);


	Compute_blur(1.0f / width, 0);

	D3D11_MAPPED_SUBRESOURCE MappedResource;
    V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    blur_cbuffer* pPerFrame = ( blur_cbuffer* )MappedResource.pData;
	std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
	//std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
	//std::copy(&blur_cb_data.weight[0], &blur_cb_data.weight[15], pPerFrame->weight);
    pd3dImmediateContext->Unmap( blur_cb_buffer, 0 );

	pd3dImmediateContext->VSSetShader( VSPPBlur, NULL, 0 );
    pd3dImmediateContext->PSSetShader( PSPPBlur, NULL, 0 );

	pd3dImmediateContext->HSSetShader( NULL, NULL, 0 );
	pd3dImmediateContext->DSSetShader( NULL, NULL, 0 );
    pd3dImmediateContext->GSSetShader( NULL, NULL, 0 );

	pd3dImmediateContext->PSSetConstantBuffers(0,1,&blur_cb_buffer);
	pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear);
	pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture1);
	//pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(9,0);

	

	//blur vert
	pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_1, ClearColor );
     pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_1,pDSV);



	Compute_blur(0, 1.0f / height);

    V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    pPerFrame = ( blur_cbuffer* )MappedResource.pData;
	std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
	//std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
	//std::copy(&blur_cb_data.weight[0], &blur_cb_data.weight[15], pPerFrame->weight);
    pd3dImmediateContext->Unmap( blur_cb_buffer, 0 );

	pd3dImmediateContext->VSSetShader( VSPPBlur, NULL, 0 );
    pd3dImmediateContext->PSSetShader( PSPPBlur, NULL, 0 );

	pd3dImmediateContext->HSSetShader( NULL, NULL, 0 );
	pd3dImmediateContext->DSSetShader( NULL, NULL, 0 );
    pd3dImmediateContext->GSSetShader( NULL, NULL, 0 );

	pd3dImmediateContext->PSSetConstantBuffers(0,1,&blur_cb_buffer);
	pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear);
	pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture2);
	//pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(9,0);


	//combine effect
	pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );
     pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&pRTV,pDSV);




 //   V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
 //   pPerFrame = ( blur_cbuffer* )MappedResource.pData;
	//std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
 //   pd3dImmediateContext->Unmap( blur_cb_buffer, 0 );

	pd3dImmediateContext->VSSetShader( VSPPComb, NULL, 0 );
    pd3dImmediateContext->PSSetShader( PSPPComb, NULL, 0 );

	pd3dImmediateContext->HSSetShader( NULL, NULL, 0 );
	pd3dImmediateContext->DSSetShader( NULL, NULL, 0 );
    pd3dImmediateContext->GSSetShader( NULL, NULL, 0 );

	pd3dImmediateContext->PSSetConstantBuffers(0,1,&blur_cb_buffer);
	pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear);
	pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture1);//bloom blurred
	pd3dImmediateContext->PSSetShaderResources(1,1,&sr_texture_original);//base tex
	//pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(9,0);


    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();
}
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();
    V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
    g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );

   // D3DXVECTOR3 vCenter( 0.25767413f, -28.503521f, 111.00689f );
    FLOAT fObjectRadius = 378.15607f;
	lightpos = D3DXVECTOR3(300,300,-200);
	//test = new testing();
	hr = test.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext);
	hr = tessplane.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext);
	hr = tesscube.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,D3DXVECTOR3(300,50,-200));//D3DXVECTOR3(300,50,-200
	hr = lightsphere.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,10,lightpos);
	hr = fuse.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext);
	hr = board1.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(300,-300,-1000));
	hr = deboard.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(-300,-300,-1000));
	hr = geo_alien.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext);
	hr = FirePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,0); //0 = fire
	hr = sky.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(0,0,0));
	hr = buildings.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext);
	hr = MissilePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,20,1);
    g_LightControl.SetRadius( 2000 );



	
    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 0.0f, 50.0f, -1000.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );

	g_Camera.SetRotateButtons(true,false,false);
    g_Camera.SetViewParams( &vecEye, &vecAt );
	g_Camera.SetEnablePositionMovement( true );
	g_Camera.SetScalers( 0.005f, 500.0f );

	D3D11_DEPTH_STENCIL_DESC descDS;
	ZeroMemory(&descDS, sizeof(descDS));
	descDS.DepthEnable = false;
	descDS.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;	
	descDS.DepthFunc = D3D11_COMPARISON_LESS;	
	

	descDS.StencilEnable = FALSE;
	hr = pd3dDevice->CreateDepthStencilState( &descDS, &g_DepthState);

	//setup stuff for post process


	ID3DBlob* pVertexShaderBuffer = NULL;
    V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) );

    ID3DBlob* pPixelShaderBuffer = NULL;
    V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) );

	V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
                                              pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPFirstPass ) );
    DXUT_SetDebugName( VSPPFirstPass, "VSPost1" );
    V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
                                             pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPFirstPass ) );
    DXUT_SetDebugName( PSPPFirstPass, "PSPost1" );

	pVertexShaderBuffer = NULL;
    V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) );

    pPixelShaderBuffer = NULL;
    V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) );

	V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
                                              pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPBlur ) );
    DXUT_SetDebugName( VSPPBlur, "VSBlur" );
    V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
                                             pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPBlur ) );
    DXUT_SetDebugName( PSPPBlur, "PSBlur" );

	pVertexShaderBuffer = NULL;
    V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) );

    pPixelShaderBuffer = NULL;
    V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) );

	V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
                                              pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPComb ) );
    DXUT_SetDebugName( VSPPComb, "VSComb" );
    V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
                                             pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPComb ) );
    DXUT_SetDebugName( PSPPComb, "PSComb" );





	
	D3D11_BUFFER_DESC Desc;
    Desc.Usage = D3D11_USAGE_DYNAMIC;
    Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    Desc.MiscFlags = 0;

    Desc.ByteWidth = sizeof( blur_cbuffer );
    V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &blur_cb_buffer ) );
    DXUT_SetDebugName( blur_cb_buffer, "blur_cb" );


    //g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f );
    return S_OK;
}
Exemplo n.º 4
0
void Init(HINSTANCE hinst, WNDPROC proc)
{
	application = hinst;
	WNDPROC appWndProc = proc;

	WNDCLASSEX  wndClass;
	ZeroMemory(&wndClass, sizeof(wndClass));
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.lpfnWndProc = appWndProc;
	wndClass.lpszClassName = L"DirectXApplication";
	wndClass.hInstance = application;
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)(COLOR_WINDOWFRAME);
	//wndClass.hIcon			= LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_FSICON));
	RegisterClassEx(&wndClass);

	RECT window_size = { 0, 0, 500, 500 };
	AdjustWindowRect(&window_size, WS_OVERLAPPEDWINDOW, false);

	HWND window = CreateWindow(L"DirectXApplication", L"TITLE", WS_OVERLAPPEDWINDOW & ~(WS_THICKFRAME | WS_MAXIMIZEBOX),
		CW_USEDEFAULT, CW_USEDEFAULT, window_size.right - window_size.left, window_size.bottom - window_size.top,
		NULL, NULL, application, nullptr);

	ShowWindow(window, SW_SHOW);

	Renderer::Init(window);
	FileInfo::ExporterHeader file;
	std::vector<MyVertex> verticies;
	if(file.FBXLoad("Teddy_Idle.fbx", &verticies, "Teddy_Idle.bin"))
		file.FBXSave("Teddy_Idle.bin", verticies);

	file.FBXRead("Teddy_Idle.bin", verticies);
	for (unsigned int i = 0; i < verticies.size(); i+=3)
	{
		DirectX::XMFLOAT3 first = DirectX::XMFLOAT3(verticies[i].pos);
		DirectX::XMFLOAT3 second = DirectX::XMFLOAT3(verticies[i + 1].pos);
		DirectX::XMFLOAT3 third = DirectX::XMFLOAT3(verticies[i + 2].pos);
		DirectX::XMVECTOR dir1 = DirectX::XMVectorSubtract(DirectX::XMLoadFloat3(&first), DirectX::XMLoadFloat3(&second));
		DirectX::XMVECTOR dir2 = DirectX::XMVectorSubtract(DirectX::XMLoadFloat3(&second), DirectX::XMLoadFloat3(&third));
		DirectX::XMFLOAT3 normal;
		DirectX::XMStoreFloat3(&normal, DirectX::XMVector3Cross(dir2, dir1));
		verticies[i].normals[0] = normal.x;
		verticies[i].normals[1] = normal.y;
		verticies[i].normals[2] = normal.z;

		verticies[i+1].normals[0] = normal.x;
		verticies[i+1].normals[1] = normal.y;
		verticies[i+1].normals[2] = normal.z;
		verticies[i+2].normals[0] = normal.x;
		verticies[i+2].normals[1] = normal.y;
		verticies[i+2].normals[2] = normal.z;
	}
	renderset = new RenderSet;
	RenderContext* renderContext = new RenderContext;
	D3D11_BUFFER_DESC VertDesc;
	ZeroMemory(&VertDesc, sizeof(VertDesc));
	VertDesc.Usage = D3D11_USAGE_IMMUTABLE;
	VertDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	VertDesc.ByteWidth = sizeof(MyVertex) * verticies.size();
	VertDesc.StructureByteStride = sizeof(MyVertex);
	D3D11_SUBRESOURCE_DATA VertData;
	ZeroMemory(&VertData, sizeof(VertData));
	VertData.pSysMem = &verticies[0];
	renderContext->setVertexBuffer(VertDesc, VertData, sizeof(MyVertex), 0);
	D3D11_INPUT_ELEMENT_DESC layout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};

	renderContext->setVertexShader("VertexShader.cso");
	renderContext->setPixelShader("PixelShader.cso");
	renderContext->setInputLayout(layout, 3);
	renderContext->RenderFunc = renderContext->RenderFunction;
	renderContext->CreateRenderMaterials();
	D3D11_RASTERIZER_DESC desc;
	ZeroMemory(&desc, sizeof(desc));
	desc.FrontCounterClockwise = false;
	desc.FillMode = D3D11_FILL_SOLID;
	desc.CullMode = D3D11_CULL_NONE;
	desc.DepthClipEnable = false;
	renderContext->setRasterizerState(desc);
	RenderMaterial* renderMaterial = new RenderMaterial;
	renderMaterial->CreateTexture(L"Teddy_D.dds");
	renderMaterial->RenderFunc = renderMaterial->RenderFunction;
	renderMaterial->CreateRenderShapes();
	renderContext->AddRenderMaterials((RenderNode*)renderMaterial);
	RenderShape* renderShape = new RenderShape;
	
	DirectX::XMMATRIX matrix2 = DirectX::XMMatrixMultiply(DirectX::XMMatrixRotationY(3.14), DirectX::XMLoadFloat4x4(&DirectX::XMFLOAT4X4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 100, 200, 1)));
	DirectX::XMStoreFloat4x4(renderShape->GetWorldMatrixPtr(), matrix2);
	renderShape->SetWorldMatrix(renderShape->GetWorldMatrixPtr());
	renderShape->RenderFunc = renderShape->RenderFunction;
	renderShape->setNumPrimitives(verticies.size());
	renderShape->setPrimitiveType(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	renderShape->setstartIndex(0);
	renderShape->setStartVertex(0);
	renderShape->SetViewMatrix(Renderer::camera->viewMatrix);
	renderShape->SetProjMatrix(Renderer::camera->projMatrix);
	//cameraMatrix = matrix;

	renderMaterial->AddRenderShapes((RenderNode*)renderShape);
	
	renderset->AddRenderNode((RenderNode*)renderContext);
	SkyBox.Create();
}