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类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.........
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();
}