Пример #1
0
	void overlay::init_buffers(int window_width, int window_height)
	{
		D3D11_BUFFER_DESC vertex_desc, index_desc, const_desc;
		D3D11_SUBRESOURCE_DATA vertex_data, index_data;

		std::array<overlay::vertex_t, 6> vertices;
		std::array<uint32_t, 6> indices;

		zero_memory(vertex_desc);
		zero_memory(index_desc);
		zero_memory(const_desc);
		zero_memory(vertex_data);
		zero_memory(index_data);
		zero_memory(vertices);

		auto device = d3d_device::instance()->raw();
		auto context = d3d_device::instance()->get_context();

		for (uint32_t i = 0; i < vertex_count; i++)
			indices[i] = i;

		vertex_desc.Usage = D3D11_USAGE_DYNAMIC;
		vertex_desc.ByteWidth = sizeof(overlay::vertex_t) * vertex_count;
		vertex_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
		vertex_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		vertex_data.pSysMem = vertices.data();

		index_desc.ByteWidth = sizeof(uint32_t) * vertex_count;
		index_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
		index_data.pSysMem = indices.data();

		const_desc.ByteWidth = sizeof(overlay::matrix_t);
		const_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

		device->CreateBuffer(&vertex_desc, &vertex_data, &vertex_buffer);
		device->CreateBuffer(&index_desc, &index_data, &index_buffer);
		device->CreateBuffer(&const_desc, nullptr, &const_buffer);

		overlay::matrix_t matrix_buffer;

		cxmatrix world = XMMatrixIdentity();
		cxmatrix view = XMMatrixLookAtLH(XMVectorZero(), XMVectorSet(0.f, 0.f, 1.f, 0.f), XMVectorSet(0.f, 1.f, 0.f, 0.f));
		cxmatrix ortho = XMMatrixOrthographicLH(static_cast<float>(window_width), static_cast<float>(window_height), 0.1f, 1000.f);

		XMStoreFloat4x4(&matrix_buffer.world, XMMatrixTranspose(world));
		XMStoreFloat4x4(&matrix_buffer.view, XMMatrixTranspose(view));
		XMStoreFloat4x4(&matrix_buffer.ortho, XMMatrixTranspose(ortho));

		context->UpdateSubresource(const_buffer.Get(), 0, nullptr, &matrix_buffer, 0, 0);
	}
Пример #2
0
void DRender::UpdateMatrices() {
	assert( m_context );
	assert( m_stateMatricesBuffer );

	if( m_updateWVPMatrices )
	{
		auto deviceContext = m_context->GetDeviceContext();
		assert( deviceContext );

		deviceContext->UpdateSubresource(
			m_stateMatricesBuffer.Get(),
			0,
			nullptr,
			&m_WVPMatrices,
			0,
			0 );

		m_updateWVPMatrices = false;
	}
}
Пример #3
0
	void GameObject::Draw(){
		//ゲームステージが無効ならリターン
		if (m_GameStgae.expired()){
			return;
		}
		//デバイスの取得
		auto Dev = App::GetApp()->GetDeviceResources();
		auto pDx11Device = Dev->GetD3DDevice();
		auto pID3D11DeviceContext = Dev->GetD3DDeviceContext();
		//ステータスのポインタ
		auto RenderStatePtr = Dev->GetRenderState();
		auto Stage = m_GameStgae.lock();
		auto ViewPtr = Stage->GetView();
		//ビューからカメラを取り出す
		auto PtrCamera = ViewPtr->GetCamera();
		//カメラの取得
		Matrix4X4 View, Proj;
		View = PtrCamera->GetViewMatrix();
		Proj = PtrCamera->GetProjMatrix();

		//コンスタントバッファの設定
		Texture3DConstantBuffer cb1;
		//行列の設定(転置する)
		cb1.Model = Matrix4X4EX::Transpose(m_WorldMatrix);
		cb1.View = Matrix4X4EX::Transpose(View);
		cb1.Projection = Matrix4X4EX::Transpose(Proj);
		//ライトの設定
		//ステージから0番目のライトを取り出す
		auto PtrLight = ViewPtr->GetMultiLight()->GetLight(0);
		cb1.LightDir = PtrLight->GetDirectional();
		cb1.LightDir.w = 1.0f;

		//コンスタントバッファの更新
		pID3D11DeviceContext->UpdateSubresource(CBTexture3D::GetPtr()->GetBuffer(), 0, nullptr, &cb1, 0, 0);
		//ストライドとオフセット
		UINT stride = sizeof(VertexPositionNormalTexture);
		UINT offset = 0;
		//頂点バッファの設定
		pID3D11DeviceContext->IASetVertexBuffers(0, 1, m_VertexBuffer.GetAddressOf(), &stride, &offset);
		//インデックスバッファのセット
		pID3D11DeviceContext->IASetIndexBuffer(m_IndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
		//描画方法(3角形)
		pID3D11DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		//透明処理
		pID3D11DeviceContext->OMSetBlendState(RenderStatePtr->GetAlphaBlendEx(), nullptr, 0xffffffff);
		//デプスステンシルは使用する
		pID3D11DeviceContext->OMSetDepthStencilState(RenderStatePtr->GetDepthDefault(), 0);
		//シェーダの設定
		pID3D11DeviceContext->VSSetShader(VSTexture3D::GetPtr()->GetShader(), nullptr, 0);
		pID3D11DeviceContext->PSSetShader(PSTexture3D::GetPtr()->GetShader(), nullptr, 0);
		//リニアサンプラーを設定
		ID3D11SamplerState* samplerState = RenderStatePtr->GetLinearClamp();
		pID3D11DeviceContext->PSSetSamplers(0, 1, &samplerState);
		for (auto& m : m_Materials){
			//テクスチャを設定
			pID3D11DeviceContext->PSSetShaderResources(0, 1, m.m_ShaderResView.GetAddressOf());
			//インプットレイアウトの設定
			pID3D11DeviceContext->IASetInputLayout(VSTexture3D::GetPtr()->GetInputLayout());
			//コンスタントバッファの設定
			ID3D11Buffer* pConstantBuffer = CBTexture3D::GetPtr()->GetBuffer();
			pID3D11DeviceContext->VSSetConstantBuffers(0, 1, &pConstantBuffer);
			pID3D11DeviceContext->PSSetConstantBuffers(0, 1, &pConstantBuffer);
			//レンダリングステート
			pID3D11DeviceContext->RSSetState(RenderStatePtr->GetCullFront());
			//描画
			pID3D11DeviceContext->DrawIndexed(m.m_IndexCount, m.m_StartIndex, 0);
			//レンダリングステート
			pID3D11DeviceContext->RSSetState(RenderStatePtr->GetCullBack());
			//描画
			pID3D11DeviceContext->DrawIndexed(m.m_IndexCount, m.m_StartIndex,0);
		}
		//後始末
		Dev->InitializeStates(RenderStatePtr);
	}
Пример #4
0
	void CustomDrawBox::Draw(){
		//デバイスの取得
		auto Dev = App::GetApp()->GetDeviceResources();
		auto pDx11Device = Dev->GetD3DDevice();
		auto pID3D11DeviceContext = Dev->GetD3DDeviceContext();
		//ステータスのポインタ
		auto RenderStatePtr = GetStage()->GetRenderState();

		auto PtrT = GetComponent<Transform>();
		//ステージからカメラを取り出す
		auto PtrCamera = GetStage()->GetTargetCamera();
		//カメラの取得
		Matrix4X4 View, Proj, WorldViewProj;
		View = PtrCamera->GetViewMatrix();
		Proj = PtrCamera->GetProjMatrix();


		//ストライドとオフセット
		UINT stride = sizeof(VertexPositionNormalTexture);
		UINT offset = 0;
		//頂点バッファの設定
		auto PtrMeshResource = App::GetApp()->GetResource<MeshResource>(L"DEFAULT_CUBE");
		pID3D11DeviceContext->IASetVertexBuffers(0, 1, PtrMeshResource->GetVertexBuffer().GetAddressOf(), &stride, &offset);
		//インデックスバッファのセット
		pID3D11DeviceContext->IASetIndexBuffer(PtrMeshResource->GetIndexBuffer().Get(), DXGI_FORMAT_R16_UINT, 0);
		//描画方法(3角形)
		pID3D11DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		//ステータスのポインタ
		//テクスチャを取得
		ID3D11ShaderResourceView* pNull[1] = { 0 };
		ID3D11SamplerState* pNullSR[1] = { 0 };
		//テクスチャを設定
		auto PtrTextureResource = App::GetApp()->GetResource<TextureResource>(L"TRACE_TX");
		pID3D11DeviceContext->PSSetShaderResources(0, 1, PtrTextureResource->GetShaderResourceView().GetAddressOf());
		//リニアサンプラーを設定
		ID3D11SamplerState* samplerState = RenderStatePtr->GetLinearClamp();
		pID3D11DeviceContext->PSSetSamplers(0, 1, &samplerState);
		//半透明処理
		pID3D11DeviceContext->OMSetBlendState(RenderStatePtr->GetAlphaBlendEx(), nullptr, 0xffffffff);

		//デプスステンシルは使用する
		pID3D11DeviceContext->OMSetDepthStencilState(RenderStatePtr->GetDepthDefault(), 0);
		//シェーダの設定
		pID3D11DeviceContext->VSSetShader(m_VirtexShader->GetShader(), nullptr, 0);
		pID3D11DeviceContext->PSSetShader(m_PixelShader->GetShader(), nullptr, 0);
		//インプットレイアウトの設定
		pID3D11DeviceContext->IASetInputLayout(m_VirtexShader->GetInputLayout());



		//コンスタントバッファの設定
		ConstantBuffer cb1;
		ZeroMemory(&cb1, sizeof(cb1));
		//行列の設定(転置する)
		cb1.World = Matrix4X4EX::Transpose(PtrT->GetWorldMatrix());;
		cb1.View = Matrix4X4EX::Transpose(View);
		cb1.Projection = Matrix4X4EX::Transpose(Proj);
		//ライトの設定
		//ステージから0番目のライトを取り出す
		auto PtrLight = GetStage()->GetTargetLight(0);
		cb1.LightDir = PtrLight->GetDirectional();
		//xとzだけ逆にする
		cb1.LightDir.x *= -1.0f;
		cb1.LightDir.z *= -1.0f;
		cb1.LightDir.w = 1.0f;
		//トータルタイムをコンスタントバッファに渡す
		float ElapsedTime = App::GetApp()->GetElapsedTime();
		m_TotalTime += ElapsedTime;
		if (m_TotalTime >= 1.0f){
			m_TotalTime = 0.0f;
		}
		cb1.Param.x = m_TotalTime;
		//コンスタントバッファの更新
		pID3D11DeviceContext->UpdateSubresource(m_ConstantBuffer->GetBuffer(), 0, nullptr, &cb1, 0, 0);
		//コンスタントバッファの設定
		ID3D11Buffer* pConstantBuffer = m_ConstantBuffer->GetBuffer();
		pID3D11DeviceContext->VSSetConstantBuffers(0, 1, &pConstantBuffer);
		pID3D11DeviceContext->PSSetConstantBuffers(0, 1, &pConstantBuffer);

		//レンダリングステート
		pID3D11DeviceContext->RSSetState(RenderStatePtr->GetCullFront());
		//内側描画
		pID3D11DeviceContext->DrawIndexed(PtrMeshResource->GetNumIndicis(), 0, 0);

		//ライトの向きを変える
		cb1.LightDir = PtrLight->GetDirectional();
		cb1.LightDir.w = 1.0f;

		//コンスタントバッファの更新
		pID3D11DeviceContext->UpdateSubresource(m_ConstantBuffer->GetBuffer(), 0, nullptr, &cb1, 0, 0);
		//コンスタントバッファの設定
		pConstantBuffer = m_ConstantBuffer->GetBuffer();
		pID3D11DeviceContext->VSSetConstantBuffers(0, 1, &pConstantBuffer);
		pID3D11DeviceContext->PSSetConstantBuffers(0, 1, &pConstantBuffer);

		//レンダリングステート
		pID3D11DeviceContext->RSSetState(RenderStatePtr->GetCullBack());
		//描画(外側)
		pID3D11DeviceContext->DrawIndexed(PtrMeshResource->GetNumIndicis(), 0, 0);
		//後始末
		Dev->InitializeStates(RenderStatePtr);


	}
Пример #5
0
/**
* Callback to draw things in world space.
***/
void OSVR_DirectMode::DrawWorld(void* userData, osvr::renderkit::GraphicsLibrary cLibrary, osvr::renderkit::RenderBuffer cBuffers,
	osvr::renderkit::OSVR_ViewportDescription sViewport, OSVR_PoseState pose, osvr::renderkit::OSVR_ProjectionMatrix sProjection, OSVR_TimeValue deadline)
{
	static int nEye = 0;
	static float fAspect = 1.0f;

	// Make sure our pointers are filled in correctly.  The config file selects
	// the graphics library to use, and may not match our needs.
	if (cLibrary.D3D11 == nullptr)
	{
		std::cerr << "SetupDisplay: No D3D11 GraphicsLibrary" << std::endl;
		return;
	}
	if (cBuffers.D3D11 == nullptr)
	{
		std::cerr << "SetupDisplay: No D3D11 RenderBuffer" << std::endl;
		return;
	}

	// auto pcContext = cLibrary.D3D11->context;
	auto pcDevice = cLibrary.D3D11->device;
	auto pcContext = cLibrary.D3D11->context;

	// create all bool
	bool bAllCreated = true;

	// create vertex shader
	if (!m_pcVertexShader11)
	{
		if (FAILED(Create2DVertexShader(pcDevice, &m_pcVertexShader11, &m_pcVertexLayout11)))
		{
			OutputDebugString(L"FAILED");
			bAllCreated = false;
		}
	}
	// create pixel shader... 
	if (!m_pcPixelShader11)
	{
		if (FAILED(CreatePixelShaderEffect(pcDevice, &m_pcPixelShader11, PixelShaderTechnique::FullscreenGammaCorrection)))
			bAllCreated = false;
	}
	// Create vertex buffer
	if (!m_pcVertexBuffer11)
	{
		if (FAILED(CreateFullScreenVertexBuffer(pcDevice, &m_pcVertexBuffer11)))
			bAllCreated = false;
	}
	// create constant buffer
	if (!m_pcConstantBufferDirect11)
	{
		if (FAILED(CreateMatrixConstantBuffer(pcDevice, &m_pcConstantBufferDirect11)))
			bAllCreated = false;
	}
	// sampler ?
	if (!m_pcSamplerState)
	{
		bAllCreated = false;
	}


	if ((bAllCreated) && (m_sStereoTextureViews.m_ppcTexView11[nEye]))
	{
		// Set the input layout
		pcContext->IASetInputLayout(m_pcVertexLayout11);

		// Set vertex buffer
		UINT stride = sizeof(TexturedVertex);
		UINT offset = 0;
		pcContext->IASetVertexBuffers(0, 1, &m_pcVertexBuffer11, &stride, &offset);

		// get orthographic matrix from projection and normalize it by its width (since we use a fullscreen shader here)
		float afProjectionD3D[16];
		osvr::renderkit::OSVR_Projection_to_D3D(afProjectionD3D, sProjection);
		D3DXMATRIX sProj(afProjectionD3D);

		// due to the aspect ratio (90° horizontal, 90° vertical) of the HDK we adjust the screen by 
		// the height, not by the width... in this case we need to set a higher FOV by following formular:
		// V = 2 * arctan( tan(H / 2) * aspectratio ) - so we get V 90° and H 121°
		sProj.m[0][0] = sProj.m[0][0] * fAspect; // < incorporate game screen aspect ratio;
		sProj.m[0][1] = 0.0f;
		sProj.m[0][3] = sProj.m[0][2];
		sProj.m[0][2] = 0.0f;

		sProj.m[1][0] = 0.0f;
		sProj.m[1][1] = sProj.m[1][1];
		sProj.m[1][3] = sProj.m[1][2];
		sProj.m[1][2] = 0.0f;

		sProj.m[2][0] = 0.0f;
		sProj.m[2][1] = 0.0f;
		sProj.m[2][2] = 1.0f; // 1.0f here... fullscreen shader !
		sProj.m[2][3] = 0.0f;

		sProj.m[3][0] = 0.0f;
		sProj.m[3][1] = 0.0f;
		sProj.m[3][2] = 0.0f;
		sProj.m[3][3] = 1.0f;

		// zoom out ?
		if (m_pbZoomOut)
		{
			if (*m_pbZoomOut)
			{
				sProj.m[0][0] /= 2.0f;
				sProj.m[1][1] /= 2.0f;
			}
		}

		// Set constant buffer, first update it... scale and translate the left and right image
		pcContext->UpdateSubresource((ID3D11Resource*)m_pcConstantBufferDirect11, 0, NULL, &sProj, 0, 0);
		pcContext->VSSetConstantBuffers(0, 1, &m_pcConstantBufferDirect11);

		// Set primitive topology
		pcContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

		// texture connected ?
		if ((m_sStereoTextureViews.m_ppcTexView11[nEye]) && (*m_sStereoTextureViews.m_ppcTexView11[nEye]))
		{
			if (m_eMethod == OSVR_DirectModeMethods::OSVR_D3D11_use_Game_Device)
			{
				// set texture, sampler state
				pcContext->PSSetShaderResources(0, 1, m_sStereoTextureViews.m_ppcTexView11[nEye]);
				pcContext->PSSetSamplers(0, 1, &m_pcSamplerState);
			}
			else
			{
				ID3D11Resource* pcResource = nullptr;
				(*m_sStereoTextureViews.m_ppcTexView11[nEye])->GetResource(&pcResource);

				if (!m_sStereoTextureCopies.m_pcTex11Copy[nEye])
				{
					// get the description and create the copy texture
					D3D11_TEXTURE2D_DESC sDesc;
					((ID3D11Texture2D*)pcResource)->GetDesc(&sDesc);
					sDesc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
					sDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
					if (FAILED(((ID3D11Device*)m_pcGameDevice)->CreateTexture2D(&sDesc, NULL, (ID3D11Texture2D**)&m_sStereoTextureCopies.m_pcTex11Copy[nEye])))
					{
						OutputDebugString(L"StereoSplitterDX10 : Failed to create twin texture !");
						return;
					}

					// aspect ratio
					fAspect = (float)sDesc.Width / (float)sDesc.Height;

					// TODO !! DX9 // DX10 !!

					// get shared handle
					IDXGIResource* pcDXGIResource(NULL);
					m_sStereoTextureCopies.m_pcTex11Copy[nEye]->QueryInterface(__uuidof(IDXGIResource), (void**)&pcDXGIResource);
					HANDLE sharedHandle;
					if (pcDXGIResource)
					{
						pcDXGIResource->GetSharedHandle(&sharedHandle);
						pcDXGIResource->Release();
					}
					else OutputDebugString(L"Failed to query IDXGIResource.");

					// open the shared handle with the temporary device
					ID3D11Resource* pcResourceShared;
					pcDevice->OpenSharedResource(sharedHandle, __uuidof(ID3D11Resource), (void**)(&pcResourceShared));
					if (pcResourceShared)
					{
						pcResourceShared->QueryInterface(__uuidof(ID3D11Texture2D), (void**)(&m_sStereoFrameTextures.m_pcFrameTexture[nEye]));
						pcResourceShared->Release();
					}
					else OutputDebugString(L"Could not open shared resource.");

					// create shader resource view
					if (m_sStereoFrameTextures.m_pcFrameTexture[nEye])
					{
						D3D11_SHADER_RESOURCE_VIEW_DESC sDescSRV;
						ZeroMemory(&sDescSRV, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
						sDescSRV.Format = sDesc.Format;
						sDescSRV.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
						sDescSRV.Texture2D.MostDetailedMip = 0;
						sDescSRV.Texture2D.MipLevels = 1;
						if (FAILED(pcDevice->CreateShaderResourceView(m_sStereoFrameTextures.m_pcFrameTexture[nEye], &sDescSRV, &m_sSteroFrameTextureSRViews.m_pcFrameTextureSRView[nEye])))
							OutputDebugString(L"Failed to create shader resource view.");
					}
					else OutputDebugString(L"No Texture available.");
				}
				else
				{
					// copy the frame tex to shared texture
					m_pcGameDeviceContext->CopyResource(m_sStereoTextureCopies.m_pcTex11Copy[nEye], pcResource);
					if (pcResource) pcResource->Release();

					// set texture, sampler state
					pcContext->PSSetShaderResources(0, 1, &m_sSteroFrameTextureSRViews.m_pcFrameTextureSRView[nEye]);
					pcContext->PSSetSamplers(0, 1, &m_pcSamplerState);
				}
			}
		}

		// set shaders
		pcContext->VSSetShader(m_pcVertexShader11, 0, 0);
		pcContext->PSSetShader(m_pcPixelShader11, 0, 0);

		// Render a triangle
		pcContext->Draw(6, 0);

		// switch eye for next call
		nEye = !nEye;
	}
}
Пример #6
0
	void SpriteBase::OnDraw() {
		auto TexPtr = App::GetApp()->GetResource<TextureResource>(m_TextureResName);
		auto Dev = App::GetApp()->GetDeviceResources();
		auto pD3D11DeviceContext = Dev->GetD3DDeviceContext();
		auto RenderState = Dev->GetRenderState();
		//ワールド行列の決定
		Mat4x4 World;
		World.affineTransformation2D(
			m_Scale,			//スケーリング
			Vec2(0, 0),		//回転の中心(重心)
			m_Rot,				//回転角度
			m_Pos				//位置
		);
		//射影行列の決定
		float w = static_cast<float>(App::GetApp()->GetGameWidth());
		float h = static_cast<float>(App::GetApp()->GetGameHeight());
		Mat4x4 Proj(XMMatrixOrthographicLH(w, h, -1.0, 1.0f));
		//行列の合成
		World *= Proj;
		//コンスタントバッファの準備
		SpriteConstantBuffer sb;
		//エミッシブ加算。
		sb.Emissive = m_Emissive;
		//行列の設定
		sb.World = World;
		//コンスタントバッファの更新
		pD3D11DeviceContext->UpdateSubresource(CBSprite::GetPtr()->GetBuffer(), 0, nullptr, &sb, 0, 0);

		//ストライドとオフセット
		UINT stride = sizeof(VertexPositionColorTexture);
		UINT offset = 0;
		//頂点バッファのセット
		pD3D11DeviceContext->IASetVertexBuffers(0, 1, m_SquareMesh->GetVertexBuffer().GetAddressOf(), &stride, &offset);
		//インデックスバッファのセット
		pD3D11DeviceContext->IASetIndexBuffer(m_SquareMesh->GetIndexBuffer().Get(), DXGI_FORMAT_R16_UINT, 0);

		//描画方法(3角形)
		pD3D11DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

		//コンスタントバッファの設定
		ID3D11Buffer* pConstantBuffer = CBSprite::GetPtr()->GetBuffer();
		ID3D11Buffer* pNullConstantBuffer = nullptr;
		//頂点シェーダに渡す
		pD3D11DeviceContext->VSSetConstantBuffers(0, 1, &pConstantBuffer);
		//ピクセルシェーダに渡す
		pD3D11DeviceContext->PSSetConstantBuffers(0, 1, &pConstantBuffer);
		//シェーダの設定
		pD3D11DeviceContext->VSSetShader(VSPCTSprite::GetPtr()->GetShader(), nullptr, 0);
		pD3D11DeviceContext->PSSetShader(PSPCTSprite::GetPtr()->GetShader(), nullptr, 0);
		//インプットレイアウトの設定
		pD3D11DeviceContext->IASetInputLayout(VSPCTSprite::GetPtr()->GetInputLayout());
		//ブレンドステート
		switch (m_BlendState) {
		case BlendState::Opaque:
			pD3D11DeviceContext->OMSetBlendState(RenderState->GetOpaque(), nullptr, 0xffffffff);
			break;
		case BlendState::Trace:
			pD3D11DeviceContext->OMSetBlendState(RenderState->GetAlphaBlendEx(), nullptr, 0xffffffff);
			break;
		case BlendState::Additive:
			pD3D11DeviceContext->OMSetBlendState(RenderState->GetAdditive(), nullptr, 0xffffffff);
			break;
		}
		//デプスステンシルステート
		pD3D11DeviceContext->OMSetDepthStencilState(RenderState->GetDepthNone(), 0);
		//ラスタライザステート
		pD3D11DeviceContext->RSSetState(RenderState->GetCullBack());

		//テクスチャとサンプラーの設定
		ID3D11ShaderResourceView* pNull[1] = { 0 };
		pD3D11DeviceContext->PSSetShaderResources(0, 1, TexPtr->GetShaderResourceView().GetAddressOf());
		//ラッピングサンプラー
		ID3D11SamplerState* pSampler = RenderState->GetLinearWrap();
		pD3D11DeviceContext->PSSetSamplers(0, 1, &pSampler);

		//描画
		pD3D11DeviceContext->DrawIndexed(m_SquareMesh->GetNumIndicis(), 0, 0);
		//後始末
		Dev->InitializeStates();
	}