当前位置: 首页>>代码示例>>C++>>正文


C++ CDXUTSDKMesh::GetIB11方法代码示例

本文整理汇总了C++中CDXUTSDKMesh::GetIB11方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTSDKMesh::GetIB11方法的具体用法?C++ CDXUTSDKMesh::GetIB11怎么用?C++ CDXUTSDKMesh::GetIB11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CDXUTSDKMesh的用法示例。


在下文中一共展示了CDXUTSDKMesh::GetIB11方法的2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: vLightGrndClr

//--------------------------------------------------------------------------------------
// 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;
    }

    // Clear the render target and depth stencil
    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );
    auto pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );

    // Get the projection & view matrix from the camera class
    XMMATRIX mWorld = g_Camera.GetWorldMatrix();
    XMMATRIX mProj  = g_Camera.GetProjMatrix();
    XMMATRIX mView  = g_Camera.GetViewMatrix();

    // Get the light direction
    XMVECTOR vLightDir = g_LightControl.GetLightDirection();

    // Render the light arrow so the user can visually see the light dir
    V( g_LightControl.OnRender( Colors::Yellow, mView, mProj, g_Camera.GetEyePt() ) );

    // Ambient Light
    static const XMVECTORF32 s_vLightColorA = { 0.1f, 0.1f, 0.1f, 1.0f };
    g_pAmbientLightColor->SetFloatVector( s_vLightColorA );
    g_pAmbientLightEnable->SetBool(true);

    // Hemi Ambient Light
    static const XMVECTORF32 s_vLightColorH1 = { 0.3f, 0.3f, 0.4f, 1.0f };
    g_pHemiAmbientLightColor->SetFloatVector( s_vLightColorH1 );
    g_pHemiAmbientLightEnable->SetBool(true);

    XMFLOAT4 vLightGrndClr( 0.05f, 0.05f, 0.05f, 1.f );
    g_pHemiAmbientLightGroundColor->SetFloatVector( reinterpret_cast<float*>( &vLightGrndClr ) );

    XMFLOAT4 vVec(0.0f, 1.0f, 0.0f, 1.0f);
    g_pHemiAmbientLightDirUp->SetFloatVector( reinterpret_cast<float*>( &vVec ) );

    // Directional Light
    g_pDirectionalLightColor->SetFloatVector( Colors::White );
    g_pDirectionalLightEnable->SetBool(true);

    XMFLOAT4 tmp;
    XMStoreFloat4( &tmp, vLightDir );
    tmp.w = 1.f;
    g_pDirectionalLightDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );

    // Environment Light - color comes from the texture
    g_pEnvironmentLightColor->SetFloatVector( Colors::Black );
    g_pEnvironmentLightEnable->SetBool(true);

    // Setup the Eye based on the DXUT camera
    XMVECTOR vEyePt = g_Camera.GetEyePt();
    XMVECTOR vDir = g_Camera.GetLookAtPt() - vEyePt;
    XMStoreFloat4( &tmp, vDir );
    tmp.w = 1.f;
    g_pEyeDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );

    //Get the mesh
    //IA setup
    pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 );
    UINT Strides[1];
    UINT Offsets[1];
    ID3D11Buffer* pVB[1];
    pVB[0] = g_Mesh11.GetVB11( 0, 0 );
    Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 );
    Offsets[0] = 0;
    pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
    pd3dImmediateContext->IASetIndexBuffer( g_Mesh11.GetIB11( 0 ), g_Mesh11.GetIBFormat11( 0 ), 0 );
 
    // Set the per object constant data
    XMMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // VS Per object
    XMFLOAT4X4 tmp4x4;
    XMStoreFloat4x4( &tmp4x4, mWorldViewProjection );
    g_pWorldViewProjection->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );
    XMStoreFloat4x4( &tmp4x4, mWorld );
    g_pWorld->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );

    // Setup the Shader Linkage based on the user settings for Lighting
    ID3DX11EffectClassInstanceVariable* pLightClassVar;
    
    // Ambient Lighting First - Constant or Hemi?
    if ( g_bHemiAmbientLighting )
    {
        pLightClassVar = g_pHemiAmbientLightClass;
    }
    else
    {
//.........这里部分代码省略.........
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:101,代码来源:DynamicShaderLinkageFX11.cpp

示例2: V

//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext,
                                  double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    //
    // Clear the back buffer
    //
    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );

    //
    // Clear the depth stencil
    //
    auto pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );

    XMMATRIX mView = g_Camera.GetViewMatrix();
    XMMATRIX mProj = g_Camera.GetProjMatrix();
    XMMATRIX mWorldViewProjection = g_World * mView * mProj;

    //
    // Update variables that change once per frame
    //
    g_pProjectionVariable->SetMatrix( ( float* )&mProj );
    g_pViewVariable->SetMatrix( ( float* )&mView );
    g_pWorldVariable->SetMatrix( ( float* )&g_World );
    g_pTimeVariable->SetFloat( ( float )fTime );

    //
    // Set the Vertex Layout
    //
    pd3dImmediateContext->IASetInputLayout( g_pVertexLayout );

    //
    // Render the mesh
    //
    UINT Strides[1];
    UINT Offsets[1];
    ID3D11Buffer* pVB[1];
    pVB[0] = g_Mesh.GetVB11( 0, 0 );
    Strides[0] = ( UINT )g_Mesh.GetVertexStride( 0, 0 );
    Offsets[0] = 0;
    pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
    pd3dImmediateContext->IASetIndexBuffer( g_Mesh.GetIB11( 0 ), g_Mesh.GetIBFormat11( 0 ), 0 );

    D3DX11_TECHNIQUE_DESC techDesc;
    HRESULT hr;
    V( g_pTechnique->GetDesc( &techDesc ) );

    for( UINT p = 0; p < techDesc.Passes; ++p )
    {
        for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); ++subset )
        {
            auto pSubset = g_Mesh.GetSubset( 0, subset );

            auto PrimType = g_Mesh.GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
            pd3dImmediateContext->IASetPrimitiveTopology( PrimType );

            auto pDiffuseRV = g_Mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV11;
            g_ptxDiffuseVariable->SetResource( pDiffuseRV );

            g_pTechnique->GetPassByIndex( p )->Apply( 0, pd3dImmediateContext );
            pd3dImmediateContext->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart );
        }
    }

    //
    // Render the UI
    //
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:82,代码来源:Tutorial11.cpp


注:本文中的CDXUTSDKMesh::GetIB11方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。