bool Run() { SkyBox.Render(); Renderer::camera->CameraMovement(); //DirectX::XMFLOAT4X4 matrix; //RenderSet* temp = &((RenderContext*)renderset->GetHead())->getRenderMaterials(); //((RenderShape*)temp->GetHead())->SetViewMatrix(Renderer::camera->viewMatrix); //((RenderShape*)temp->GetHead())->SetProjMatrix(Renderer::camera->projMatrix); Renderer::Render(renderset); //RenderShape::GetViewProjMatrix //float aspectRatio = 500.0f / 500.0f; // //camera->camera.viewMatrix = DirectX::XMMatrixIdentity(); //camera->camera.WorldMatrix = DirectX::XMMatrixIdentity(); //camera->camera.projMatrix = DirectX::XMMatrixPerspectiveFovLH(DirectX::XMConvertToRadians(75), aspectRatio, 0.1f, 1000.0f); Renderer::Present(); return true; }
//-------------------------------------------------------------------------------------- // Render the scene using the D3D11 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { HRESULT hr; // If the settings dialog is being shown, then render it instead of rendering the app's scene if( g_D3DSettingsDlg.IsActive() ) { g_D3DSettingsDlg.OnRender( fElapsedTime ); return; } //Render light arrow D3DXMATRIX mView; D3DXMATRIX mProj; mProj = ( *g_Camera.GetProjMatrix() ); mView = ( *g_Camera.GetViewMatrix() ); D3DXCOLOR arrowColor = D3DXCOLOR( 1, 1, 0, 1 ); //hr = g_LightControl.OnRender11( arrowColor, &mView, &mProj, g_Camera.GetEyePt() ); FirePart.calculate_particle(pd3dDevice,pd3dImmediateContext,fElapsedTime,&g_Camera,&g_LightControl); MissilePart.calculate_particle(pd3dDevice,pd3dImmediateContext,fElapsedTime,&g_Camera,&g_LightControl); board1.RenderTexture(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_LightControl); deboard.RenderTexture(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_LightControl); // Clear the render target and depth stencil float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; //ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView(); ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_ori, ClearColor ); ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_ori,pDSV); pd3dImmediateContext->OMSetDepthStencilState(NULL, 0); sky.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); lightsphere.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); tessplane.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); tesscube.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); fuse.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,&g_LightControl); board1.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); deboard.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); test.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); if(show_buildings) { buildings.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); } geo_alien.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos); FirePart.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera); MissilePart.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera); //ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->OMSetDepthStencilState(NULL, 0); pd3dImmediateContext->OMSetBlendState(NULL,NULL,0xffffffff); //find bright spot pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_1, ClearColor ); pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_1,pDSV); pd3dImmediateContext->VSSetShader( VSPPFirstPass, NULL, 0 ); pd3dImmediateContext->PSSetShader( PSPPFirstPass, NULL, 0 ); pd3dImmediateContext->HSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->DSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->GSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear); pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture_original); //pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid ); pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pd3dImmediateContext->Draw(9,0); //blur hori pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_2, ClearColor ); pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_2,pDSV); Compute_blur(1.0f / width, 0); D3D11_MAPPED_SUBRESOURCE MappedResource; V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ); blur_cbuffer* pPerFrame = ( blur_cbuffer* )MappedResource.pData; std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset); //std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset); //std::copy(&blur_cb_data.weight[0], &blur_cb_data.weight[15], pPerFrame->weight); pd3dImmediateContext->Unmap( blur_cb_buffer, 0 ); pd3dImmediateContext->VSSetShader( VSPPBlur, NULL, 0 ); pd3dImmediateContext->PSSetShader( PSPPBlur, NULL, 0 ); pd3dImmediateContext->HSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->DSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->GSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->PSSetConstantBuffers(0,1,&blur_cb_buffer); pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear); pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture1); //pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid ); pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pd3dImmediateContext->Draw(9,0); //blur vert pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_1, ClearColor ); pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_1,pDSV); Compute_blur(0, 1.0f / height); V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ); pPerFrame = ( blur_cbuffer* )MappedResource.pData; std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset); //std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset); //std::copy(&blur_cb_data.weight[0], &blur_cb_data.weight[15], pPerFrame->weight); pd3dImmediateContext->Unmap( blur_cb_buffer, 0 ); pd3dImmediateContext->VSSetShader( VSPPBlur, NULL, 0 ); pd3dImmediateContext->PSSetShader( PSPPBlur, NULL, 0 ); pd3dImmediateContext->HSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->DSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->GSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->PSSetConstantBuffers(0,1,&blur_cb_buffer); pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear); pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture2); //pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid ); pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pd3dImmediateContext->Draw(9,0); //combine effect pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor ); pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); pd3dImmediateContext->OMSetRenderTargets(1,&pRTV,pDSV); // V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ); // pPerFrame = ( blur_cbuffer* )MappedResource.pData; //std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset); // pd3dImmediateContext->Unmap( blur_cb_buffer, 0 ); pd3dImmediateContext->VSSetShader( VSPPComb, NULL, 0 ); pd3dImmediateContext->PSSetShader( PSPPComb, NULL, 0 ); pd3dImmediateContext->HSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->DSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->GSSetShader( NULL, NULL, 0 ); pd3dImmediateContext->PSSetConstantBuffers(0,1,&blur_cb_buffer); pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear); pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture1);//bloom blurred pd3dImmediateContext->PSSetShaderResources(1,1,&sr_texture_original);//base tex //pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid ); pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pd3dImmediateContext->Draw(9,0); DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); g_HUD.OnRender( fElapsedTime ); g_SampleUI.OnRender( fElapsedTime ); RenderText(); DXUT_EndPerfEvent(); }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); // D3DXVECTOR3 vCenter( 0.25767413f, -28.503521f, 111.00689f ); FLOAT fObjectRadius = 378.15607f; lightpos = D3DXVECTOR3(300,300,-200); //test = new testing(); hr = test.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = tessplane.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = tesscube.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,D3DXVECTOR3(300,50,-200));//D3DXVECTOR3(300,50,-200 hr = lightsphere.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,10,lightpos); hr = fuse.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = board1.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(300,-300,-1000)); hr = deboard.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(-300,-300,-1000)); hr = geo_alien.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = FirePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,0); //0 = fire hr = sky.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(0,0,0)); hr = buildings.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = MissilePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,20,1); g_LightControl.SetRadius( 2000 ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 50.0f, -1000.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetRotateButtons(true,false,false); g_Camera.SetViewParams( &vecEye, &vecAt ); g_Camera.SetEnablePositionMovement( true ); g_Camera.SetScalers( 0.005f, 500.0f ); D3D11_DEPTH_STENCIL_DESC descDS; ZeroMemory(&descDS, sizeof(descDS)); descDS.DepthEnable = false; descDS.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; descDS.DepthFunc = D3D11_COMPARISON_LESS; descDS.StencilEnable = FALSE; hr = pd3dDevice->CreateDepthStencilState( &descDS, &g_DepthState); //setup stuff for post process ID3DBlob* pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); ID3DBlob* pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPFirstPass ) ); DXUT_SetDebugName( VSPPFirstPass, "VSPost1" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPFirstPass ) ); DXUT_SetDebugName( PSPPFirstPass, "PSPost1" ); pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPBlur ) ); DXUT_SetDebugName( VSPPBlur, "VSBlur" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPBlur ) ); DXUT_SetDebugName( PSPPBlur, "PSBlur" ); pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPComb ) ); DXUT_SetDebugName( VSPPComb, "VSComb" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPComb ) ); DXUT_SetDebugName( PSPPComb, "PSComb" ); D3D11_BUFFER_DESC Desc; Desc.Usage = D3D11_USAGE_DYNAMIC; Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; Desc.MiscFlags = 0; Desc.ByteWidth = sizeof( blur_cbuffer ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &blur_cb_buffer ) ); DXUT_SetDebugName( blur_cb_buffer, "blur_cb" ); //g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f ); return S_OK; }
void Init(HINSTANCE hinst, WNDPROC proc) { application = hinst; WNDPROC appWndProc = proc; WNDCLASSEX wndClass; ZeroMemory(&wndClass, sizeof(wndClass)); wndClass.cbSize = sizeof(WNDCLASSEX); wndClass.lpfnWndProc = appWndProc; wndClass.lpszClassName = L"DirectXApplication"; wndClass.hInstance = application; wndClass.hCursor = LoadCursor(NULL, IDC_ARROW); wndClass.hbrBackground = (HBRUSH)(COLOR_WINDOWFRAME); //wndClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_FSICON)); RegisterClassEx(&wndClass); RECT window_size = { 0, 0, 500, 500 }; AdjustWindowRect(&window_size, WS_OVERLAPPEDWINDOW, false); HWND window = CreateWindow(L"DirectXApplication", L"TITLE", WS_OVERLAPPEDWINDOW & ~(WS_THICKFRAME | WS_MAXIMIZEBOX), CW_USEDEFAULT, CW_USEDEFAULT, window_size.right - window_size.left, window_size.bottom - window_size.top, NULL, NULL, application, nullptr); ShowWindow(window, SW_SHOW); Renderer::Init(window); FileInfo::ExporterHeader file; std::vector<MyVertex> verticies; if(file.FBXLoad("Teddy_Idle.fbx", &verticies, "Teddy_Idle.bin")) file.FBXSave("Teddy_Idle.bin", verticies); file.FBXRead("Teddy_Idle.bin", verticies); for (unsigned int i = 0; i < verticies.size(); i+=3) { DirectX::XMFLOAT3 first = DirectX::XMFLOAT3(verticies[i].pos); DirectX::XMFLOAT3 second = DirectX::XMFLOAT3(verticies[i + 1].pos); DirectX::XMFLOAT3 third = DirectX::XMFLOAT3(verticies[i + 2].pos); DirectX::XMVECTOR dir1 = DirectX::XMVectorSubtract(DirectX::XMLoadFloat3(&first), DirectX::XMLoadFloat3(&second)); DirectX::XMVECTOR dir2 = DirectX::XMVectorSubtract(DirectX::XMLoadFloat3(&second), DirectX::XMLoadFloat3(&third)); DirectX::XMFLOAT3 normal; DirectX::XMStoreFloat3(&normal, DirectX::XMVector3Cross(dir2, dir1)); verticies[i].normals[0] = normal.x; verticies[i].normals[1] = normal.y; verticies[i].normals[2] = normal.z; verticies[i+1].normals[0] = normal.x; verticies[i+1].normals[1] = normal.y; verticies[i+1].normals[2] = normal.z; verticies[i+2].normals[0] = normal.x; verticies[i+2].normals[1] = normal.y; verticies[i+2].normals[2] = normal.z; } renderset = new RenderSet; RenderContext* renderContext = new RenderContext; D3D11_BUFFER_DESC VertDesc; ZeroMemory(&VertDesc, sizeof(VertDesc)); VertDesc.Usage = D3D11_USAGE_IMMUTABLE; VertDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; VertDesc.ByteWidth = sizeof(MyVertex) * verticies.size(); VertDesc.StructureByteStride = sizeof(MyVertex); D3D11_SUBRESOURCE_DATA VertData; ZeroMemory(&VertData, sizeof(VertData)); VertData.pSysMem = &verticies[0]; renderContext->setVertexBuffer(VertDesc, VertData, sizeof(MyVertex), 0); D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; renderContext->setVertexShader("VertexShader.cso"); renderContext->setPixelShader("PixelShader.cso"); renderContext->setInputLayout(layout, 3); renderContext->RenderFunc = renderContext->RenderFunction; renderContext->CreateRenderMaterials(); D3D11_RASTERIZER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.FrontCounterClockwise = false; desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; desc.DepthClipEnable = false; renderContext->setRasterizerState(desc); RenderMaterial* renderMaterial = new RenderMaterial; renderMaterial->CreateTexture(L"Teddy_D.dds"); renderMaterial->RenderFunc = renderMaterial->RenderFunction; renderMaterial->CreateRenderShapes(); renderContext->AddRenderMaterials((RenderNode*)renderMaterial); RenderShape* renderShape = new RenderShape; DirectX::XMMATRIX matrix2 = DirectX::XMMatrixMultiply(DirectX::XMMatrixRotationY(3.14), DirectX::XMLoadFloat4x4(&DirectX::XMFLOAT4X4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 100, 200, 1))); DirectX::XMStoreFloat4x4(renderShape->GetWorldMatrixPtr(), matrix2); renderShape->SetWorldMatrix(renderShape->GetWorldMatrixPtr()); renderShape->RenderFunc = renderShape->RenderFunction; renderShape->setNumPrimitives(verticies.size()); renderShape->setPrimitiveType(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); renderShape->setstartIndex(0); renderShape->setStartVertex(0); renderShape->SetViewMatrix(Renderer::camera->viewMatrix); renderShape->SetProjMatrix(Renderer::camera->projMatrix); //cameraMatrix = matrix; renderMaterial->AddRenderShapes((RenderNode*)renderShape); renderset->AddRenderNode((RenderNode*)renderContext); SkyBox.Create(); }