示例#1
0
void ZombieForce::DrawScene()
{
	md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::Blue));
	md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

	md3dImmediateContext->IASetInputLayout(InputLayouts::Basic32);
    md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
 
	UINT stride = sizeof(Vertex::Basic32);
    UINT offset = 0;
	
	mCam.UpdateViewMatrix();

	XMMATRIX view  = mCam.View();
	XMMATRIX proj  = mCam.Proj();
	XMMATRIX viewProj = mCam.ViewProj();

	// Set per frame constants.
	Effects::BillboardFX->SetDirLights(mDirLights);
	Effects::BillboardFX->SetEyePosW(mCam.GetPosition());
	Effects::BillboardFX->SetCubeMap(mSky->CubeMapSRV());

	//ID3DX11EffectTechnique* activeTech = Effects::BasicFX->Light2TexTech;
	ID3DX11EffectTechnique* activeTech = Effects::BillboardFX->Light2TexTech;

    D3DX11_TECHNIQUE_DESC techDesc;
	activeTech->GetDesc( &techDesc );
    for(UINT p = 0; p < techDesc.Passes; ++p)
    {
		pyramid->DrawPyramid(md3dImmediateContext,activeTech, mCam);
		//myFirstSphere->DrawSphere(md3dImmediateContext,activeTech, mCam);
		myFirstPlane->DrawPlane(md3dImmediateContext,activeTech, mCam);
		//myFirstGeoSphere->DrawGeoSphere(md3dImmediateContext,activeTech, mCam);
		//myFirstCylinder->DrawCylinder(md3dImmediateContext,activeTech, mCam);
		for(unsigned int i = 0; i < spheres.size(); ++i)
		{
			spheres[i]->DrawSphere(md3dImmediateContext,activeTech, mCam);
		}
		for(unsigned int i = 0; i < boxes.size(); ++i)
		{
			boxes[i]->DrawBox(md3dImmediateContext,activeTech, mCam);
		}
		CMESHMANAGER->Render(md3dImmediateContext, activeTech, mCam);
    }

	mSky->Draw(md3dImmediateContext, mCam);

	// restore default states, as the SkyFX changes them in the effect file.
	md3dImmediateContext->RSSetState(0);
	md3dImmediateContext->OMSetDepthStencilState(0, 0);

	HR(mSwapChain->Present(0, 0));
}