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C++ CFirstPersonCamera::GetNearClip方法代码示例

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


在下文中一共展示了CFirstPersonCamera::GetNearClip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: if

//--------------------------------------------------------------------------------------
// 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_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // WVP
    XMMATRIX mProj = g_Camera.GetProjMatrix();
    XMMATRIX mView = g_Camera.GetViewMatrix();

    XMMATRIX mViewProjection = mView * mProj;

    // Update per-frame variables
    D3D11_MAPPED_SUBRESOURCE MappedResource;
    pd3dImmediateContext->Map( g_pcbPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
    auto pData = reinterpret_cast<CB_PER_FRAME_CONSTANTS*>( MappedResource.pData );
    XMStoreFloat4x4( &pData->mViewProjection, XMMatrixTranspose( mViewProjection ) );
    XMStoreFloat3( &pData->vCameraPosWorld, g_Camera.GetEyePt() );
    pData->CameraNear = g_Camera.GetNearClip();
    pData->fTessellationFactor = (float)g_fSubdivs;
    pData->NumControlPoints = ARRAYSIZE(g_MobiusStrip);

    pd3dImmediateContext->Unmap( g_pcbPerFrame, 0 );

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

    // Set state for solid rendering
    pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );

    // Render the meshes
    // Bind all of the CBs
    pd3dImmediateContext->VSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );
    pd3dImmediateContext->HSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );
    pd3dImmediateContext->DSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );
    pd3dImmediateContext->PSSetConstantBuffers( g_iBindPerFrame, 1, &g_pcbPerFrame );

    // Set the shaders
    pd3dImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );

    // For this sample, choose either the "integer", "fractional_even",
    // or "fractional_odd" hull shader
    if (g_iPartitionMode == PARTITION_INTEGER)
        pd3dImmediateContext->HSSetShader( g_pHullShaderInteger, nullptr, 0 );
    else if (g_iPartitionMode == PARTITION_FRACTIONAL_EVEN)
        pd3dImmediateContext->HSSetShader( g_pHullShaderFracEven, nullptr, 0 );
    else if (g_iPartitionMode == PARTITION_FRACTIONAL_ODD)
        pd3dImmediateContext->HSSetShader( g_pHullShaderFracOdd, nullptr, 0 );

    pd3dImmediateContext->DSSetShader( g_pDomainShader, nullptr, 0 );
    pd3dImmediateContext->GSSetShader( nullptr, nullptr, 0 );
    pd3dImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );

    // Optionally draw the wireframe
    if( g_bDrawWires )
    {
        pd3dImmediateContext->PSSetShader( g_pSolidColorPS, nullptr, 0 );
        pd3dImmediateContext->RSSetState( g_pRasterizerStateWireframe ); 
    }

    // Set the input assembler
    // This sample uses patches with 16 control points each
    // Although the Mobius strip only needs to use a vertex buffer,
    // you can use an index buffer as well by calling IASetIndexBuffer().
    pd3dImmediateContext->IASetInputLayout( NULL );
    pd3dImmediateContext->VSSetShaderResources( 0, 1, &g_pControlPointSRV );
    pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST );

    // Draw the mesh
    pd3dImmediateContext->Draw( (ARRAYSIZE(g_MobiusStrip) - 1)*4, 0 );

    pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );

    // Render the HUD
    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();
}
开发者ID:jklarowicz,项目名称:dx11_samples,代码行数:90,代码来源:SimpleBezier11.cpp


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