本文整理汇总了C++中CDXUTSDKMesh::GetAdjIB10方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTSDKMesh::GetAdjIB10方法的具体用法?C++ CDXUTSDKMesh::GetAdjIB10怎么用?C++ CDXUTSDKMesh::GetAdjIB10使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDXUTSDKMesh
的用法示例。
在下文中一共展示了CDXUTSDKMesh::GetAdjIB10方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: lightDir
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
// Clear the render target
float ClearColor[4] = { 0.9569f, 0.9569f, 1.0f, 0.0f };
ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );
ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );
D3DXMATRIX mWorld;
D3DXMATRIX mView;
D3DXMATRIX mProj;
D3DXMATRIX mWorldView;
D3DXMATRIX mWorldViewProj;
mWorld = *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldView = mWorld * mView;
mWorldViewProj = mWorldView * mProj;
// Set variables
g_pmWorldViewProj->SetMatrix( ( float* )&mWorldViewProj );
g_pmWorldView->SetMatrix( ( float* )&mWorldView );
g_pmWorld->SetMatrix( ( float* )&mWorld );
g_pmProj->SetMatrix( ( float* )&mProj );
g_pDiffuseTex->SetResource( g_pMeshTexRV );
D3DXVECTOR3 lightDir( -1,1,-1 );
D3DXVECTOR3 viewLightDir;
D3DXVec3TransformNormal( &viewLightDir, &lightDir, &mView );
D3DXVec3Normalize( &viewLightDir, &viewLightDir );
g_pViewSpaceLightDir->SetFloatVector( ( float* )&viewLightDir );
// Get VB and IB
UINT offset = 0;
UINT stride = g_Mesh.GetVertexStride( 0, 0 );
ID3D10Buffer* pVB = g_Mesh.GetVB10( 0, 0 );
ID3D10Buffer* pIB = g_Mesh.GetAdjIB10( 0 );
// Set Input Assembler params
pd3dDevice->IASetInputLayout( g_pVertexLayout );
pd3dDevice->IASetIndexBuffer( pIB, g_Mesh.GetIBFormat10( 0 ), 0 );
pd3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset );
pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ );
// Render using the technique g_pRenderTextured
SDKMESH_SUBSET* pSubset = NULL;
D3D10_TECHNIQUE_DESC techDesc;
g_pRenderTextured->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; p++ )
{
g_pRenderTextured->GetPassByIndex( p )->Apply( 0 );
for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); subset++ )
{
pSubset = g_Mesh.GetSubset( 0, subset );
pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount * 2, ( UINT )pSubset->IndexStart,
( UINT )pSubset->VertexStart );
}
}
// Render the chess piece just for show
// Render using the technique g_pRenderPiece
g_pRenderPiece->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; p++ )
{
g_pRenderPiece->GetPassByIndex( p )->Apply( 0 );
for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); subset++ )
{
pSubset = g_Mesh.GetSubset( 0, subset );
pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount * 2, ( UINT )pSubset->IndexStart,
( UINT )pSubset->VertexStart );
}
}
}