void Projekt::DrawScene() { //--------------------------------------------------------------------------- // Render scene to shadow map //--------------------------------------------------------------------------- mShadowMap->BindDsvAndSetNullRenderTarget(mDirect3D->GetImmediateContext()); mShadowMap->DrawSceneToShadowMap(mGenericInstances, *mGame->GetCamera(), mDirect3D->GetImmediateContext()); mDirect3D->GetImmediateContext()->RSSetState(0); // Restore back and depth buffer and viewport to the OM stage ID3D11RenderTargetView* renderTargets[1] = {mDirect3D->GetRenderTargetView()}; mDirect3D->GetImmediateContext()->OMSetRenderTargets(1, renderTargets, mDirect3D->GetDepthStencilView()); mDirect3D->GetImmediateContext()->ClearRenderTargetView(mDirect3D->GetRenderTargetView(), reinterpret_cast<const float*>(&Colors::LightSteelBlue)); mDirect3D->GetImmediateContext()->ClearDepthStencilView(mDirect3D->GetDepthStencilView(), D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); mDirect3D->GetImmediateContext()->RSSetViewports(1, &mDirect3D->GetScreenViewport()); //--------------------------------------------------------------------------- // Possible Wireframe render state // if (mDirectInput->GetKeyboardState()[DIK_E] && 0x80) // mDirect3D->GetImmediateContext()->RSSetState(RenderStates::WireFrameRS); //-------------------------------------------------------------- // Set shader constants //-------------------------------------------------------------- Effects::BasicFX->SetDirLights(mDirLights); Effects::BasicFX->SetEyePosW(mGame->GetCamera()->GetPosition()); Effects::BasicFX->SetShadowMap(mShadowMap->getDepthMapSRV()); Effects::BasicFX->SetCubeMap(mSky->cubeMapSRV()); Effects::NormalMapFX->SetDirLights(mDirLights); Effects::NormalMapFX->SetEyePosW(mGame->GetCamera()->GetPosition()); Effects::NormalMapFX->SetShadowMap(mShadowMap->getDepthMapSRV()); Effects::NormalMapFX->SetCubeMap(mSky->cubeMapSRV()); // Draw sky mSky->draw(mDirect3D->GetImmediateContext(), *mGame->GetCamera(), Gui->InMenu()); // Draw game mGame->Draw(mDirect3D->GetImmediateContext(), mShadowMap); this->soundModule->updateAndPlay(mGame->GetCamera(), mGame->GetCamera()->GetPosition()); // Draw the GUI Gui->Render(mDirect3D->GetImmediateContext(), mGame->GetPlayer()->GetPosition()); // Unbind shadow map and AmbientMap as a shader input because we are going to render // to it next frame. These textures can be at any slot, so clear all slots. ID3D11ShaderResourceView* nullSRV[16] = { 0 }; mDirect3D->GetImmediateContext()->PSSetShaderResources(0, 16, nullSRV); // Restore default states float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; mDirect3D->GetImmediateContext()->RSSetState(0); mDirect3D->GetImmediateContext()->OMSetDepthStencilState(0, 0); mDirect3D->GetImmediateContext()->OMSetBlendState(0, blendFactor, 0xffffffff); HR(mDirect3D->GetSwapChain()->Present(0, 0)); }
void DuckHuntMain::DrawScene() { // // Render the scene to the shadow map. // mSmap->BindDsvAndSetNullRenderTarget(md3dImmediateContext); md3dImmediateContext->RSSetState(0); md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); md3dImmediateContext->RSSetViewports(1, &mScreenViewport); mSsao->SetNormalDepthRenderTarget(mDepthStencilView); // // Restore the back and depth buffer and viewport to the OM stage. // ID3D11RenderTargetView* renderTargets[1] = { mRenderTargetView }; md3dImmediateContext->OMSetRenderTargets(1, renderTargets, mDepthStencilView); md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::Silver)); XMMATRIX view = mCam.View(); XMMATRIX proj = mCam.Proj(); XMMATRIX viewProj = mCam.ViewProj(); float blendFactor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // Set per frame constants. Effects::BasicFX->SetDirLights(mDirLights); Effects::BasicFX->SetEyePosW(mCam.GetPosition()); Effects::BasicFX->SetCubeMap(mSky->CubeMapSRV()); Effects::BasicFX->SetShadowMap(mSmap->DepthMapSRV()); Effects::BasicFX->SetSsaoMap(mSsao->AmbientSRV()); ID3DX11EffectTechnique* tech = Effects::BasicFX->Light3TexTech; md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); XMMATRIX world; XMMATRIX worldInvTranspose; XMMATRIX worldViewProj; // Transform NDC space [-1,+1]^2 to texture space [0,1]^2 XMMATRIX toTexSpace( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.0f, 1.0f); XMMATRIX shadowTransform = XMLoadFloat4x4(&mShadowTransform); UINT stride = sizeof(Vertex::PosNormalTexTan); UINT offset = 0; md3dImmediateContext->IASetInputLayout(InputLayouts::Basic32); if (GetAsyncKeyState('1') & 0x8000) md3dImmediateContext->RSSetState(RenderStates::WireframeRS); mTerrain.Draw(md3dImmediateContext, mCam, mDirLights); // // Draw opaque objects. // D3DX11_TECHNIQUE_DESC techDesc; tech->GetDesc(&techDesc); for (UINT p = 0; p < techDesc.Passes; ++p) { for (UINT modelIndex = 0; modelIndex < mModelInstances.size(); ++modelIndex) { world = XMLoadFloat4x4(&mModelInstances[modelIndex].World); worldInvTranspose = MathHelper::InverseTranspose(world); worldViewProj = world*view*proj; Effects::BasicFX->SetWorld(world); Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose); Effects::BasicFX->SetWorldViewProj(worldViewProj); Effects::BasicFX->SetWorldViewProjTex(worldViewProj*toTexSpace); Effects::BasicFX->SetShadowTransform(world*shadowTransform); Effects::BasicFX->SetTexTransform(XMMatrixScaling(1.0f, 1.0f, 1.0f)); for (UINT subset = 0; subset < mModelInstances[modelIndex].Model->SubsetCount; ++subset) { Effects::BasicFX->SetMaterial(mModelInstances[modelIndex].Model->Mat[subset]); Effects::BasicFX->SetDiffuseMap(mModelInstances[modelIndex].Model->DiffuseMapSRV[subset]); //Effects::BasicFX->SetNormalMap(mModelInstances[modelIndex].Model->NormalMapSRV[subset]); tech->GetPassByIndex(p)->Apply(0, md3dImmediateContext); mModelInstances[modelIndex].Model->ModelMesh.Draw(md3dImmediateContext, subset); } } } // Turn off wireframe. md3dImmediateContext->RSSetState(0); // Restore from RenderStates::EqualsDSS md3dImmediateContext->OMSetDepthStencilState(0, 0); // Debug view SSAO map. //DrawScreenQuad(mSsao->AmbientSRV()); mSky->Draw(md3dImmediateContext, mCam); mCrosshair->Draw(md3dImmediateContext, mCam, mScreenViewport.Width, mScreenViewport.Height); // restore default states, as the SkyFX changes them in the effect file. md3dImmediateContext->RSSetState(0); md3dImmediateContext->OMSetDepthStencilState(0, 0); // Unbind shadow map and AmbientMap as a shader input because we are going to render // to it next frame. These textures can be at any slot, so clear all slots. ID3D11ShaderResourceView* nullSRV[16] = { 0 }; md3dImmediateContext->PSSetShaderResources(0, 16, nullSRV); HR(mSwapChain->Present(0, 0)); }
void Projekt::DrawScene() { //--------------------------------------------------------------------------- // Render scene to shadow map //--------------------------------------------------------------------------- mShadowMap->BindDsvAndSetNullRenderTarget(mDirect3D->GetImmediateContext()); drawSceneToShadowMap(); mDirect3D->GetImmediateContext()->RSSetState(0); // Restore back and depth buffer and viewport to the OM stage ID3D11RenderTargetView* renderTargets[1] = {mDirect3D->GetRenderTargetView()}; mDirect3D->GetImmediateContext()->OMSetRenderTargets(1, renderTargets, mDirect3D->GetDepthStencilView()); mDirect3D->GetImmediateContext()->ClearRenderTargetView(mDirect3D->GetRenderTargetView(), reinterpret_cast<const float*>(&Colors::LightSteelBlue)); mDirect3D->GetImmediateContext()->ClearDepthStencilView(mDirect3D->GetDepthStencilView(), D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); mDirect3D->GetImmediateContext()->RSSetViewports(1, &mDirect3D->GetScreenViewport()); // Possible Wireframe render state if (GetAsyncKeyState('E') & 0x8000) mDirect3D->GetImmediateContext()->RSSetState(WireFrameRS); XMMATRIX shadowTransform = XMLoadFloat4x4(&mShadowTransform); //--------------------------------------------------------------------------- // Draw terrain //--------------------------------------------------------------------------- //mTerrain.Draw(mDirect3D->GetImmediateContext(), mCam, mDirLights); mTerrain.DrawShadowed(mDirect3D->GetImmediateContext(), *mPlayer.GetCamera(), mDirLights, mShadowMap->getDepthMapSRV(), &shadowTransform); // -------------------------------------------------------------------------- // Camera matrices XMMATRIX view = mPlayer.GetCamera()->getViewMatrix(); XMMATRIX proj = mPlayer.GetCamera()->getProjMatrix(); XMMATRIX viewproj = mPlayer.GetCamera()->getViewProjMatrix(); float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; // Set per frame constants Effects::BasicFX->SetDirLights(mDirLights); Effects::BasicFX->SetEyePosW(mPlayer.GetCamera()->getPosition()); Effects::BasicFX->setShadowMap(mShadowMap->getDepthMapSRV()); Effects::BasicFX->SetCubeMap(mSky->cubeMapSRV()); Effects::NormalMapFX->SetDirLights(mDirLights); Effects::NormalMapFX->SetEyePosW(mPlayer.GetCamera()->getPosition()); Effects::NormalMapFX->setShadowMap(mShadowMap->getDepthMapSRV()); Effects::NormalMapFX->SetCubeMap(mSky->cubeMapSRV()); XMMATRIX world; XMMATRIX worldInvTranspose; XMMATRIX worldViewProj; // Transform NDC space [-1,+1]^2 to texture space [0,1]^2 XMMATRIX toTexSpace( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.0f, 1.0f); // Vertex size & offset UINT stride = sizeof(Vertex::Basic32); UINT offset = 0; // Draw player //mPlayer.Draw(mDirect3D->GetImmediateContext(), mDirLights, //mShadowMap->getDepthMapSRV(), &shadowTransform); //--------------------------------------------------------------------------- // Draw opaque objects //--------------------------------------------------------------------------- // Bind information about primitive type, and set input layout mDirect3D->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mDirect3D->GetImmediateContext()->IASetInputLayout(InputLayouts::Basic32); // Set our effect technique to use ID3DX11EffectTechnique* activeTech = Effects::BasicFX->DirLights3FogTexTech; ID3DX11EffectTechnique* activeSkinnedTech = Effects::NormalMapFX->DirLights3TexTech; D3DX11_TECHNIQUE_DESC techDesc; //-------------------------------------------------------------------------------- // Draw opaque tessellated objects //-------------------------------------------------------------------------------- Effects::BasicTessFX->SetDirLights(mDirLights); Effects::BasicTessFX->SetEyePosW(mPlayer.GetCamera()->getPosition()); Effects::BasicTessFX->setShadowMap(mShadowMap->getDepthMapSRV()); Effects::BasicTessFX->SetCubeMap(mSky->cubeMapSRV()); mDirect3D->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); mDirect3D->GetImmediateContext()->IASetInputLayout(InputLayouts::PosNormalTexTan); activeTech = Effects::BasicTessFX->TessDirLights3FogTexTech; activeTech->GetDesc(&techDesc); for (UINT p = 0; p < techDesc.Passes; ++p) { for (UINT mIndex = 0; mIndex < mGenericInstances.size(); ++mIndex) { if (mGenericInstances[mIndex].isVisible) { world = XMLoadFloat4x4(&mGenericInstances[mIndex].world); worldInvTranspose = MathHelper::InverseTranspose(world); worldViewProj = world*view*proj; Effects::BasicTessFX->SetWorld(world); Effects::BasicTessFX->SetWorldInvTranspose(worldInvTranspose); Effects::BasicTessFX->SetWorldViewProj(worldViewProj); Effects::BasicTessFX->SetWorldViewProjTex(worldViewProj*toTexSpace); Effects::BasicTessFX->setShadowTransform(world*shadowTransform); Effects::BasicTessFX->SetTexTransform(XMMatrixScaling(1.0f, 1.0f, 1.0f)); Effects::BasicTessFX->SetMinTessDistance(20.0f); Effects::BasicTessFX->SetMaxTessDistance(200.0f); Effects::BasicTessFX->SetMinTessFactor(0.0f); Effects::BasicTessFX->SetMaxTessFactor(3.0f); Effects::BasicTessFX->setFogStart(GameSettings::Instance()->Fog()->fogStart); Effects::BasicTessFX->setFogRange(GameSettings::Instance()->Fog()->fogRange); Effects::BasicTessFX->setFogColor(Colors::Silver); for (UINT i = 0; i < mGenericInstances[mIndex].model->meshCount; ++i) { UINT matIndex = mGenericInstances[mIndex].model->meshes[i].MaterialIndex; Effects::BasicTessFX->SetMaterial(mGenericInstances[mIndex].model->mat[matIndex]); Effects::BasicTessFX->SetDiffuseMap(mGenericInstances[mIndex].model->diffuseMapSRV[matIndex]); //Effects::BasicTessFX->SetNormalMap(mGenericInstances[mIndex].model->normalMapSRV[matIndex]); activeTech->GetPassByIndex(p)->Apply(0, mDirect3D->GetImmediateContext()); mGenericInstances[mIndex].model->meshes[i].draw(mDirect3D->GetImmediateContext()); } } } } // FX sets tessellation stages, but it does not disable them. So do that here // to turn off tessellation. mDirect3D->GetImmediateContext()->HSSetShader(0, 0, 0); mDirect3D->GetImmediateContext()->DSSetShader(0, 0, 0); mDirect3D->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mDirect3D->GetImmediateContext()->IASetInputLayout(InputLayouts::PosNormalTexTanSkinned); // Skinned objects activeSkinnedTech->GetDesc(&techDesc); for (UINT p = 0; p < techDesc.Passes; ++p) { for (UINT mIndex = 0; mIndex < mGenSkinnedInstances.size(); ++mIndex) { if (mGenSkinnedInstances[mIndex].isVisible) { world = XMLoadFloat4x4(&mGenSkinnedInstances[mIndex].world); worldInvTranspose = MathHelper::InverseTranspose(world); worldViewProj = world*view*proj; Effects::NormalMapFX->SetWorld(world); Effects::NormalMapFX->SetWorldInvTranspose(worldInvTranspose); Effects::NormalMapFX->SetWorldViewProj(worldViewProj); Effects::NormalMapFX->SetWorldViewProjTex(worldViewProj*toTexSpace); Effects::NormalMapFX->setShadowTransform(world*shadowTransform); Effects::NormalMapFX->SetTexTransform(XMMatrixScaling(1.0f, 1.0f, 1.0f)); Effects::NormalMapFX->setFogStart(GameSettings::Instance()->Fog()->fogStart); Effects::NormalMapFX->setFogRange(GameSettings::Instance()->Fog()->fogRange); Effects::NormalMapFX->setBoneTransforms(&mGenSkinnedInstances[mIndex].FinalTransforms[0], mGenSkinnedInstances[mIndex].FinalTransforms.size()); Effects::BasicTessFX->setFogColor(Colors::Silver); for (UINT i = 0; i < mGenSkinnedInstances[mIndex].model->numMeshes; ++i) { UINT matIndex = mGenSkinnedInstances[mIndex].model->meshes[i].MaterialIndex; Effects::NormalMapFX->SetMaterial(mGenSkinnedInstances[mIndex].model->mat[matIndex]); Effects::NormalMapFX->SetDiffuseMap(mGenSkinnedInstances[mIndex].model->diffuseMapSRV[matIndex]); Effects::NormalMapFX->setNormalMap(mGenSkinnedInstances[mIndex].model->normalMapSRV[matIndex]); activeSkinnedTech->GetPassByIndex(p)->Apply(0, mDirect3D->GetImmediateContext()); mGenSkinnedInstances[mIndex].model->meshes[i].draw(mDirect3D->GetImmediateContext()); } } } } //--------------------------------------------------------------------------- // Draw particle systems //--------------------------------------------------------------------------- mFire.setEyePos(mPlayer.GetCamera()->getPosition()); mFire.draw(mDirect3D->GetImmediateContext(), *mPlayer.GetCamera()); mDirect3D->GetImmediateContext()->OMSetBlendState(0, blendFactor, 0xffffffff); // restore default //--------------------------------------------------------------------------- // Draw sky //--------------------------------------------------------------------------- mSky->draw(mDirect3D->GetImmediateContext(), *mPlayer.GetCamera()); // Unbind shadow map and AmbientMap as a shader input because we are going to render // to it next frame. These textures can be at any slot, so clear all slots. ID3D11ShaderResourceView* nullSRV[16] = { 0 }; mDirect3D->GetImmediateContext()->PSSetShaderResources(0, 16, nullSRV); // Restore default states mDirect3D->GetImmediateContext()->RSSetState(0); mDirect3D->GetImmediateContext()->OMSetDepthStencilState(0, 0); mDirect3D->GetImmediateContext()->OMSetBlendState(0, blendFactor, 0xffffffff); HR(mDirect3D->GetSwapChain()->Present(0, 0)); }