本文整理汇总了C++中CDXUTSDKMesh::GetIBFormat10方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTSDKMesh::GetIBFormat10方法的具体用法?C++ CDXUTSDKMesh::GetIBFormat10怎么用?C++ CDXUTSDKMesh::GetIBFormat10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::GetIBFormat10方法的3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: RenderText
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, 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_D3DSettingsDlg.IsActive() )
{
g_D3DSettingsDlg.OnRender( fElapsedTime );
return;
}
//
// Clear the back buffer
//
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red, green, blue, alpha
ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );
//
// Clear the depth stencil
//
ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );
//
// Update variables that change once per frame
//
g_pProjectionVariable->SetMatrix( ( float* )g_Camera.GetProjMatrix() );
g_pViewVariable->SetMatrix( ( float* )g_Camera.GetViewMatrix() );
g_pWorldVariable->SetMatrix( ( float* )&g_World );
//
// Set the Vertex Layout
//
pd3dDevice->IASetInputLayout( g_pVertexLayout );
//
// Render the mesh
//
UINT Strides[1];
UINT Offsets[1];
ID3D10Buffer* pVB[1];
pVB[0] = g_Mesh.GetVB10( 0, 0 );
Strides[0] = ( UINT )g_Mesh.GetVertexStride( 0, 0 );
Offsets[0] = 0;
pd3dDevice->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
pd3dDevice->IASetIndexBuffer( g_Mesh.GetIB10( 0 ), g_Mesh.GetIBFormat10( 0 ), 0 );
D3D10_TECHNIQUE_DESC techDesc;
g_pTechnique->GetDesc( &techDesc );
SDKMESH_SUBSET* pSubset = NULL;
ID3D10ShaderResourceView* pDiffuseRV = NULL;
D3D10_PRIMITIVE_TOPOLOGY PrimType;
for( UINT p = 0; p < techDesc.Passes; ++p )
{
for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); ++subset )
{
pSubset = g_Mesh.GetSubset( 0, subset );
PrimType = g_Mesh.GetPrimitiveType10( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
pd3dDevice->IASetPrimitiveTopology( PrimType );
pDiffuseRV = g_Mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV10;
g_ptxDiffuseVariable->SetResource( pDiffuseRV );
g_pTechnique->GetPassByIndex( p )->Apply( 0 );
pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart );
}
}
//the mesh class also had a render method that allows rendering the mesh with the most common options
//g_Mesh.Render( pd3dDevice, g_pTechnique, g_ptxDiffuseVariable );
//
// Render the UI
//
g_HUD.OnRender( fElapsedTime );
g_SampleUI.OnRender( fElapsedTime );
RenderText();
}
示例2: 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 );
}
}
}
示例3: RenderBalls
//--------------------------------------------------------------------------------------
// RenderBalls
//--------------------------------------------------------------------------------------
void RenderBalls( ID3D10Device* pd3dDevice )
{
D3DXMATRIX mWorld;
D3DXMatrixIdentity( &mWorld );
D3DXVECTOR3 vEye;
D3DXVECTOR3 vDir;
D3DXMATRIX mCamWorld;
D3DXMATRIX mView;
D3DXMATRIX mProj;
GetCameraData( &mCamWorld, &mView, &mProj, &vEye, &vDir );
D3DXMATRIX mWVP = mCamWorld * mView * mProj;
g_pmWorldViewProj->SetMatrix( ( float* )&mWVP );
g_pmWorld->SetMatrix( ( float* )&mWorld );
pd3dDevice->IASetInputLayout( g_pBallDecl10 );
ID3D10EffectTechnique* pTechnique = g_pRenderBall;
// set vb streams
ID3D10Buffer* pBuffers[2];
pBuffers[0] = g_BallMesh.GetVB10( 0, 0 );
pBuffers[1] = g_pStreamDataVB10;
UINT strides[2];
strides[0] = g_BallMesh.GetVertexStride( 0, 0 );
strides[1] = sizeof( D3DXVECTOR3 );
UINT offsets[2] = {0,0};
pd3dDevice->IASetVertexBuffers( 0, 2, pBuffers, strides, offsets );
SetNumVisibleBalls( g_NumVisibleBalls );
// Set our index buffer as well
pd3dDevice->IASetIndexBuffer( g_BallMesh.GetIB10( 0 ), g_BallMesh.GetIBFormat10( 0 ), 0 );
SDKMESH_SUBSET* pSubset = NULL;
D3D10_PRIMITIVE_TOPOLOGY PrimType;
D3D10_TECHNIQUE_DESC techDesc;
pTechnique->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; ++p )
{
for( UINT subset = 0; subset < g_BallMesh.GetNumSubsets( 0 ); subset++ )
{
pSubset = g_BallMesh.GetSubset( 0, subset );
PrimType = g_BallMesh.GetPrimitiveType10( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
pd3dDevice->IASetPrimitiveTopology( PrimType );
pTechnique->GetPassByIndex( p )->Apply( 0 );
UINT IndexCount = ( UINT )pSubset->IndexCount;
UINT IndexStart = ( UINT )pSubset->IndexStart;
UINT VertexStart = ( UINT )pSubset->VertexStart;
//UINT VertexCount = (UINT)pSubset->VertexCount;
pd3dDevice->DrawIndexedInstanced( IndexCount, g_NumVisibleBalls, IndexStart, VertexStart, 0 );
}
}
pBuffers[0] = NULL;
pBuffers[1] = NULL;
pd3dDevice->IASetVertexBuffers( 0, 2, pBuffers, strides, offsets );
}