void DrawImage(ID3D10ShaderResourceView *pTexture, float x=-1, float y=-1, float w=2, float h=2) { Vector4 vtable[4]; vtable[0].Set(x, y, 0.0f, 1.0f); vtable[1].Set(x+w, y, 0.0f, 1.0f); vtable[2].Set(x, y+h, 0.0f, 1.0f); vtable[3].Set(x+w, y+h, 0.0f, 1.0f); Vector4 ttable[4] = { Vector4(0.0f, 1.0f, 0.0f, 1.0f), Vector4(1.0f, 1.0f, 0.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f), Vector4(1.0f, 0.0f, 0.0f, 1.0f) }; ID3D10EffectTechnique *pShader = g_pPostFX->GetTechniqueByName("DrawIcon"); ID3D10EffectShaderResourceVariable *pInputTexture = g_pPostFX->GetVariableByName("Image")->AsShaderResource(); ID3D10EffectVectorVariable *vertex_table = g_pPostFX->GetVariableByName("vertex_table")->AsVector(); ID3D10EffectVectorVariable *texcoord_table = g_pPostFX->GetVariableByName("texcoord_table")->AsVector(); pInputTexture->SetResource(pTexture); vertex_table->SetFloatVectorArray( (float*)vtable, 0, 4); texcoord_table->SetFloatVectorArray( (float*)ttable, 0, 4); pShader->GetPassByIndex(0)->Apply(0); DrawFullScreenQuad(); }
void CubeMapApp::drawScene() { D3DApp::drawScene(); // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff); md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); md3dDevice->IASetInputLayout(InputLayout::PosNormalTex); // Set per frame constants. mfxEyePosVar->SetRawValue(&GetCamera().position(), 0, sizeof(D3DXVECTOR3)); mfxLightVar->SetRawValue(&mParallelLight, 0, sizeof(Light)); mfxCubeMapVar->SetResource(mEnvMapRV); D3DXMATRIX view = GetCamera().view(); D3DXMATRIX proj = GetCamera().proj(); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT i = 0; i < techDesc.Passes; ++i) { ID3D10EffectPass* pass = mTech->GetPassByIndex(i); // // draw center ball // D3DXMATRIX centerBallWVP = mCenterBallWorld*view*proj; mfxWVPVar->SetMatrix((float*)¢erBallWVP); mfxWorldVar->SetMatrix((float*)&mCenterBallWorld); mfxTexMtxVar->SetMatrix((float*)&mIdentityTexMtx); mfxDiffuseMapVar->SetResource(mBallMapRV); mfxSpecMapVar->SetResource(mDefaultSpecMapRV); mfxCubeMapEnabledVar->SetBool(true); mfxReflectMtrlVar->SetFloatVector((float*)&mReflectAll); pass->Apply(0); mBall.draw(); } // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; md3dDevice->RSSetState(0); mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, WHITE); mSwapChain->Present(0, 0); }
void CrateApp::drawScene() { D3DApp::drawScene(); // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff); md3dDevice->IASetInputLayout(mVertexLayout); md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // set constants mfxEyePosVar->SetRawValue(&mEyePos, 0, sizeof(D3DXVECTOR3)); mfxLightVar->SetRawValue(&mParallelLight, 0, sizeof(Light)); mWVP = mCrateWorld*mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); mfxWorldVar->SetMatrix((float*)&mCrateWorld); mfxDiffuseMapVar->SetResource(mDiffuseMapRV); mfxSpecMapVar->SetResource(mSpecMapRV); // Don't transform texture coordinates, so just use identity transformation. D3DXMATRIX texMtx; D3DXMatrixIdentity(&texMtx); mfxTexMtxVar->SetMatrix((float*)&texMtx); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; ++p) { mTech->GetPassByIndex( p )->Apply(0); mCrateMesh.draw(); } // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, BLACK); mSwapChain->Present(0, 0); }
void D10State::draw() { clock_t t = clock(); float elapsed = static_cast<float>(t - timeT) / CLOCKS_PER_SEC; ++frameCount; if (elapsed > OVERLAY_FPS_INTERVAL) { OverlayMsg om; om.omh.uiMagic = OVERLAY_MAGIC_NUMBER; om.omh.uiType = OVERLAY_MSGTYPE_FPS; om.omh.iLength = sizeof(OverlayMsgFps); om.omf.fps = frameCount / elapsed; sendMessage(om); frameCount = 0; timeT = t; } dwMyThread = GetCurrentThreadId(); checkMessage(vp.Width, vp.Height); if (a_ucTexture && pSRView && (uiLeft != uiRight)) { HRESULT hr; pOrigStateBlock->Capture(); pMyStateBlock->Apply(); D3D10_TECHNIQUE_DESC techDesc; pTechnique->GetDesc(&techDesc); // Set vertex buffer UINT stride = sizeof(SimpleVertex); UINT offset = 0; pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset); hr = pDiffuseTexture->SetResource(pSRView); if (! SUCCEEDED(hr)) ods("D3D10: Failed to set resource"); for (UINT p = 0; p < techDesc.Passes; ++p) { pTechnique->GetPassByIndex(p)->Apply(0); pDevice->DrawIndexed(6, 0, 0); } pOrigStateBlock->Apply(); } dwMyThread = 0; }
void ColoredCubeApp::drawScene() { D3DApp::drawScene(); //Step through animation frame animationTimeElapsed += mTimer.getGameTime() - animationTimePrev; animationTimePrev = mTimer.getGameTime(); if(animationTimeElapsed > 0.0666f) { animationTimeElapsed = 0.0f; frameOfAnimation++; if(frameOfAnimation > fireFrameCount-1) { frameOfAnimation = 0; } } // Restore default states, input layout and primitive topology // because mFont->DrawText changes them. Note that we can // restore the default states by passing null. md3dDevice->OMSetDepthStencilState(0, 0); float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f}; md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff); md3dDevice->IASetInputLayout(mVertexLayout); md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set per frame constants mfxEyePosVar->SetRawValue(&mCameraPos, 0, sizeof(D3DXVECTOR3)); mfxLightVar->SetRawValue(&mLights[0], 0, sizeof(Light)); mfxLightVar2->SetRawValue(&mLights[1], 0, sizeof(Light)); mfxCubeMapVR->SetResource(mCubeMapRV); // set constants mWVP = mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); //set gWVP in color.fx to mWVP mTree.setEyePos(mCameraPos); mTree.setLights(mLights, 2); mTree.draw(mView, mProj); mObjBox.setEyePos(mCameraPos); mObjBox.setLights(mLights, 2); mObjBox.draw(mView, mProj); D3D10_TECHNIQUE_DESC techDesc; mTech->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; ++p) { ID3D10EffectPass* pass = mTech->GetPassByIndex( p ); //zero is always used in D3D10 D3DXMATRIX texMtx; mWVP = mBoxWorld*mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); mfxWorldVar->SetMatrix((float*)&mBoxWorld); mfxDiffuseMapVar->SetResource(mCrateMapRV); //mfxDiffuseMapVar->SetResource(mFireAnimationMapRVs[frameOfAnimation]); mfxSpecularMapVar->SetResource(mSpecularMapRV); mfxNormalMapVR->SetResource(mDefaultNormalMapRV); mfxReflectEnabledVar->SetBool(false); D3DXMatrixIdentity(&texMtx); mfxTexMtxVar->SetMatrix((float*)&texMtx); pass->Apply(0); mBox.draw(); mWVP = mPlaneWorld*mView*mProj; mfxWVPVar->SetMatrix((float*)&mWVP); mfxWorldVar->SetMatrix((float*)&mPlaneWorld); mfxDiffuseMapVar->SetResource(mGrassMapRV); mfxNormalMapVR->SetResource(mBrickNormalMapRV); mfxReflectEnabledVar->SetBool(true); D3DXMATRIX s; D3DXMatrixScaling(&s, 5.0f, 5.0f, 1.0f); texMtx = s; D3DXMatrixIdentity(&texMtx); mfxTexMtxVar->SetMatrix((float*)&texMtx); pass->Apply(0); mPlane.draw(); } mSky.draw(mWVP); // We specify DT_NOCLIP, so we do not care about width/height of the rect. RECT R = {5, 5, 0, 0}; md3dDevice->RSSetState(0); mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, BLACK); mSwapChain->Present(0, 0); }
EffectShaderResourceVariable^ EffectVariable::AsShaderResource::get() { ID3D10EffectShaderResourceVariable* returnValue = CastInterface<ID3D10EffectVariable>()->AsShaderResource(); return (returnValue == NULL || !returnValue->IsValid()) ? nullptr : gcnew EffectShaderResourceVariable(returnValue); }