void Effect::SetParam(const string& name, const void* data, U32 offset, U32 count) { auto it = structVars.find(name); _ASSERT(it != structVars.end()); ID3DX11EffectVariable* var = it->second; DXCall(var->SetRawValue(data, offset, count)); }
void D3D11EffectMaterial::SetCBByName(const char* szName, void* buffer, int size) { ID3DX11EffectVariable* pVal = m_pEffect->GetVariableByName(szName); if(pVal) { pVal->SetRawValue(buffer, 0, size); //ID3D11Buffer* pD3DBuffer = nullptr; //pVal->AsConstantBuffer()->GetConstantBuffer(&pD3DBuffer); //pVal->AsConstantBuffer()->SetConstantBuffer(((D3D11Buffer*)pCB.get())->GetD3D11BufferInterface()); //D3D11_MAPPED_SUBRESOURCE desc; //m_pContext->Map(pD3DBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &desc); //memcpy(desc.pData, buffer, size); //m_pContext->Unmap(pD3DBuffer, 0); } }
void LightDemo::DrawScene() { m_dxImmediateContext->ClearRenderTargetView(m_renderTargetView.Get(), reinterpret_cast<const float*>(&oc::Colors::LightSteelBlue)); m_dxImmediateContext->ClearDepthStencilView(m_depthStencilView.Get(), D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); m_dxImmediateContext->IASetInputLayout(m_inputLayout.Get()); m_dxImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); uint32 stride = sizeof(Vertex); uint32 offset = 0; // Set constants XMMATRIX view = XMLoadFloat4x4(&m_view); XMMATRIX proj = XMLoadFloat4x4(&m_proj); XMMATRIX viewProj = view*proj; // Set per frame constants. m_fxDirLight->SetRawValue(&m_dirLight, 0, sizeof(m_dirLight)); m_fxPointLight->SetRawValue(&m_pointLight, 0, sizeof(m_pointLight)); m_fxSpotLight->SetRawValue(&m_spotLight, 0, sizeof(m_spotLight)); m_fxEyePosW->SetRawValue(&m_camPosition, 0, sizeof(m_camPosition)); D3DX11_TECHNIQUE_DESC techDesc; m_tech->GetDesc(&techDesc); for(uint32 p = 0; p < techDesc.Passes; ++p) { //Draw the land m_dxImmediateContext->IASetVertexBuffers(0, 1, m_landVB.GetAddressOf(), &stride, &offset); m_dxImmediateContext->IASetIndexBuffer(m_landIB.Get(), DXGI_FORMAT_R32_UINT, 0); //Set per object constants XMMATRIX world = XMLoadFloat4x4(&m_landWorld); XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world); XMMATRIX worldViewProj = world*viewProj; m_fxWorld->SetMatrix(reinterpret_cast<float*>(&world)); m_fxWorldInvTranspose->SetMatrix(reinterpret_cast<float*>(&worldInvTranspose)); m_fxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj)); m_fxMaterial->SetRawValue(&m_landMat, 0, sizeof(m_landMat)); m_tech->GetPassByIndex(p)->Apply(0, m_dxImmediateContext.Get()); m_dxImmediateContext->DrawIndexed(m_landIndexCount, 0, 0); //Draw the wave m_dxImmediateContext->IASetVertexBuffers(0, 1, m_wavesVB.GetAddressOf(), &stride, &offset); m_dxImmediateContext->IASetIndexBuffer(m_wavesIB.Get(), DXGI_FORMAT_R32_UINT, 0); world = XMLoadFloat4x4(&m_wavesWorld); worldInvTranspose = MathHelper::InverseTranspose(world); worldViewProj = world*viewProj; m_fxWorld->SetMatrix(reinterpret_cast<float*>(&world)); m_fxWorldInvTranspose->SetMatrix(reinterpret_cast<float*>(&worldInvTranspose)); m_fxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj)); m_fxMaterial->SetRawValue(&m_wavesMat, 0, sizeof(m_wavesMat)); m_tech->GetPassByIndex(p)->Apply(0, m_dxImmediateContext.Get()); m_dxImmediateContext->DrawIndexed(3*m_waves.TriangleCount(), 0, 0); } HR(m_swapChain->Present(0, 0)); }