本文整理汇总了C++中CModelViewerCamera::GetViewMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ CModelViewerCamera::GetViewMatrix方法的具体用法?C++ CModelViewerCamera::GetViewMatrix怎么用?C++ CModelViewerCamera::GetViewMatrix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CModelViewerCamera
的用法示例。
在下文中一共展示了CModelViewerCamera::GetViewMatrix方法的15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: OnFrameRender
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the
// rendering calls for the scene, and it will also be called if the window needs to be
// repainted. After this function has returned, DXUT will call
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* 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_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
HRESULT hr;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 50, 50, 50 ), 1.0f, 0 ) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
// Get the projection & view matrix from the camera class
D3DXMATRIXA16 mViewProjection = ( *g_Camera.GetViewMatrix() ) * ( *g_Camera.GetProjMatrix() );
g_Skybox.SetDrawSH( false );
g_Skybox.Render( &mViewProjection, 1.0f, 1.0f );
V( g_pEffect->SetMatrix( "g_mViewProjection", &mViewProjection ) );
V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );
// Set the amount of transmitted light per color channel
D3DXVECTOR3 vColorTransmit;
vColorTransmit.x = g_SampleUI.GetSlider( IDC_RED_TRANSMIT_SLIDER )->GetValue() / 1000.0f;
vColorTransmit.y = g_SampleUI.GetSlider( IDC_GREEN_TRANSMIT_SLIDER )->GetValue() / 1000.0f;
vColorTransmit.z = g_SampleUI.GetSlider( IDC_BLUE_TRANSMIT_SLIDER )->GetValue() / 1000.0f;
V( g_pEffect->SetFloatArray( "g_vColorTransmit", vColorTransmit, 3 ) );
// for Cubic degree rendering
V( g_pEffect->SetFloat( "g_fLightIntensity", g_fLightIntensity ) );
V( g_pEffect->SetFloatArray( "g_vLightDirection", g_vLightDirection, 3 * sizeof( float ) ) );
V( g_pEffect->SetFloatArray( "g_vLightCoeffsR", m_fRLC, 4 * sizeof( float ) ) );
V( g_pEffect->SetFloatArray( "g_vLightCoeffsG", m_fGLC, 4 * sizeof( float ) ) );
V( g_pEffect->SetFloatArray( "g_vLightCoeffsB", m_fBLC, 4 * sizeof( float ) ) );
pd3dDevice->SetRenderState( D3DRS_FILLMODE, g_bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID );
DrawFrame( pd3dDevice, g_pFrameRoot );
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
V( g_LightControl.OnRender9( D3DXCOLOR( 1, 1, 1, 1 ), ( D3DXMATRIX* )g_Camera.GetViewMatrix(),
( D3DXMATRIX* )g_Camera.GetProjMatrix(), g_Camera.GetEyePt() ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
示例2: XMMatrixTranspose
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext,
double fTime, float fElapsedTime, void* pUserContext )
{
pd3dImmediateContext->ClearRenderTargetView(DXUTGetD3D11RenderTargetView(), Colors::MidnightBlue);
pd3dImmediateContext->ClearDepthStencilView(DXUTGetD3D11DepthStencilView(), D3D11_CLEAR_DEPTH, 1.0, 0);
XMMATRIX mview = g_camera.GetViewMatrix();
XMMATRIX mproj = g_camera.GetProjMatrix();
XMFLOAT4 LitDir = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
XMFLOAT4 LitCol = XMFLOAT4(0.9f, 0.2f, 0.3f, 1.0f);
/*
SHADER CONSTANT BUFFER
*/
ConstantBuffer cb;
XMStoreFloat4x4(&(cb.world), XMMatrixTranspose(g_mesh.World()));
XMStoreFloat4x4(&(cb.view), XMMatrixTranspose(mview));
XMStoreFloat4x4(&(cb.projection), XMMatrixTranspose(mproj));
cb.litDir = LitDir;
cb.litCol = LitCol;
g_shader->RenderPrepare(&cb);
g_mesh.Render();
}
示例3: OnFrameRender
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the
// rendering calls for the scene, and it will also be called if the window needs to be
// repainted. After this function has returned, DXUT will call
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* 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_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
HRESULT hr;
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mView;
D3DXMATRIXA16 mProj;
D3DXMATRIXA16 mWorldViewProjection;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 141, 153, 191 ), 1.0f, 0 ) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
// Get the projection & view matrix from the camera class
mWorld = *g_Camera.GetWorldMatrix();
mView = *g_Camera.GetViewMatrix();
mProj = *g_Camera.GetProjMatrix();
mWorldViewProjection = mWorld * mView * mProj;
// Update the effect's variables.
V( g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection ) );
V( g_pEffect->SetMatrix( g_hWorld, &mWorld ) );
V( g_pEffect->SetFloat( g_hTime, ( float )fTime ) );
V( g_pEffect->SetValue( g_hCameraPosition, g_Camera.GetEyePt(), sizeof( D3DXVECTOR3 ) ) );
UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();
// A subset of -1 was arbitrarily chosen to represent all subsets
if( iCurSubset == -1 )
{
// Iterate through subsets, changing material properties for each
for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
{
RenderSubset( iSubset );
}
}
else
{
RenderSubset( iCurSubset );
}
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
V( pd3dDevice->EndScene() );
}
}
示例4: 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 );
// Render the result
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_pmView->SetMatrix( ( float* )&mView );
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 );
// Set Input Assembler params
UINT stride = g_VertStride;
UINT offset = 0;
pd3dDevice->IASetInputLayout( g_pVertexLayout );
pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
pd3dDevice->IASetIndexBuffer( g_pIB, DXGI_FORMAT_R32_UINT, 0 );
pd3dDevice->IASetVertexBuffers( 0, 1, &g_pVB, &stride, &offset );
// Render using the technique g_pRenderTextured
D3D10_TECHNIQUE_DESC techDesc;
g_pRenderTextured->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; p++ )
{
g_pRenderTextured->GetPassByIndex( p )->Apply( 0 );
pd3dDevice->DrawIndexed( g_NumIndices, 0, 0 );
}
}
示例5: DrawTriangle
// Draw a simple triangle using custom shaders (g_pEffect)
void DrawTriangle(ID3D11DeviceContext* pd3dImmediateContext)
{
XMMATRIX world = g_camera.GetWorldMatrix();
XMMATRIX view = g_camera.GetViewMatrix();
XMMATRIX proj = g_camera.GetProjMatrix();
XMFLOAT4X4 mViewProj;
XMStoreFloat4x4(&mViewProj, world * view * proj);
g_pEffect->GetVariableByName("g_worldViewProj")->AsMatrix()->SetMatrix((float*)mViewProj.m);
g_pEffect->GetTechniqueByIndex(0)->GetPassByIndex(0)->Apply(0, pd3dImmediateContext);
pd3dImmediateContext->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
pd3dImmediateContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
pd3dImmediateContext->IASetInputLayout(nullptr);
pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pd3dImmediateContext->Draw(3, 0);
}
示例6: V
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
HRESULT hr;
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mView;
D3DXMATRIXA16 mProj;
D3DXMATRIXA16 mWorldViewProjection;
// 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 render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
// Get the projection & view matrix from the camera class
mWorld = *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldViewProjection = mWorld * mView * mProj;
// Update the effect's variables. Instead of using strings, it would
// be more efficient to cache a handle to the parameter by calling
// ID3DXEffect::GetParameterByName
V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );
V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) );
V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) );
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
示例7: RenderObjects
//--------------------------------------------------------------------------------------
// 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;
}
auto pRTV = DXUTGetD3D11RenderTargetView();
pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );
// Clear the depth stencil
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 mView = g_Camera.GetViewMatrix();
XMMATRIX mProj = g_Camera.GetProjMatrix();
g_BatchEffect->SetWorld( mWorld );
g_BatchEffect->SetView( mView );
g_BatchEffect->SetProjection( mProj );
// Draw objects
RenderObjects();
// Render HUD
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
g_HUD.OnRender( fElapsedTime );
g_SampleUI.OnRender( fElapsedTime );
RenderText();
DXUT_EndPerfEvent();
static ULONGLONG timefirst = GetTickCount64();
if ( GetTickCount64() - timefirst > 5000 )
{
OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
OutputDebugString( L"\n" );
timefirst = GetTickCount64();
}
}
示例8: sizeof
void CALLBACK OnD3D11FrameRender(ID3D11Device* pd3dDevice,
ID3D11DeviceContext* pd3dImmediateContext,
double fTime, float fElapsedTime, void* pUserContext)
{
pd3dImmediateContext->ClearRenderTargetView(DXUTGetD3D11RenderTargetView(), Colors::DeepSkyBlue);
pd3dImmediateContext->ClearDepthStencilView(DXUTGetD3D11DepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0);
CONSTANTBUFFER cb;
ZeroMemory(&cb, sizeof(CONSTANTBUFFER));
XMMATRIX mat = XMLoadFloat4x4(&(g_mesh->getWorld()));
XMStoreFloat4x4(&cb.world, XMMatrixTranspose(mat));
//cb.world = g_mesh->getWorld();
XMStoreFloat4x4(&cb.view, XMMatrixTranspose(g_camera.GetViewMatrix()));
XMStoreFloat4x4(&cb.projection, XMMatrixTranspose(g_camera.GetProjMatrix()));
/*
1 0 0 0 Side (Right)
0 1 0 0 Up
0 0 1 0 Foward
x y z 1 Position
*/
//1. XMMATRIX -> FLOAT4X4
XMVECTOR v = XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f);
XMVECTOR litpos = XMVector4Transform(v, g_matLight);
litpos = XMVector4Normalize(litpos);
XMStoreFloat4(&cb.litDir, litpos);
cb.litCol = XMFLOAT4(0.7f, 0.7f, 0.6f, 1.0f);
g_shader->RenderPrepare(&cb);
g_mesh->Render();
//
mat = XMLoadFloat4x4(&(g_meshLight->getWorld()));
XMStoreFloat4x4(&cb.world, XMMatrixTranspose(mat));
g_shader->RenderPrepare(&cb);
g_meshLight->Render();
}
示例9: V
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
HRESULT hr = S_OK;
// 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;
}
D3DXMATRIX mWorld = *g_Camera.GetWorldMatrix();
D3DXMATRIX mView = *g_Camera.GetViewMatrix();
D3DXMATRIX mProj = *g_Camera.GetProjMatrix();
D3DXMATRIX mWorldViewProjection = mWorld * mView * mProj;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 160, 160, 250 ), 1.0f, 0 ) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
g_pEffect9->SetMatrix( g_hmWorld, &mWorld );
g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection );
g_pEffect9->SetTexture( g_htxDiffuse, g_pTexture9 );
pd3dDevice->SetVertexDeclaration( g_pDecl9 );
g_Mesh.Render( pd3dDevice, g_pEffect9, g_hRenderScene );
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
示例10: RenderText
//--------------------------------------------------------------------------------------
// 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;
}
// Get the projection & view matrix from the camera class
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProj;
XMMATRIX mWorldViewProjection;
mWorld = g_Camera.GetWorldMatrix();
mView = g_Camera.GetViewMatrix();
mProj = g_Camera.GetProjMatrix();
mWorldViewProjection = mWorld * mView * mProj;
// Store off original render target and depth/stencil
ID3D11RenderTargetView* pOrigRTV = NULL;
ID3D11DepthStencilView* pOrigDSV = NULL;
pd3dImmediateContext->OMGetRenderTargets(1, &pOrigRTV, &pOrigDSV);
g_OIT.Render(pd3dImmediateContext, pd3dDevice, &g_Scene, mWorldViewProjection, pOrigRTV, pOrigDSV);
pd3dImmediateContext->OMSetRenderTargets(1, &pOrigRTV, pOrigDSV);
// Restore original render targets, and then draw UI
SAFE_RELEASE(pOrigRTV);
SAFE_RELEASE(pOrigDSV);
DXUT_BeginPerfEvent(DXUT_PERFEVENTCOLOR, L"HUD / Stats");
g_HUD.OnRender(fElapsedTime);
g_SampleUI.OnRender(fElapsedTime);
RenderText();
DXUT_EndPerfEvent();
}
示例11: OnFrameMove
//--------------------------------------------------------------------------------------
// Handle updates to the scene. This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mView;
D3DXMATRIXA16 mProj;
D3DXMATRIXA16 mWorldViewProjection;
// Update the camera's position based on user input
g_Camera.FrameMove( fElapsedTime );
// Get the projection & view matrix from the camera class
mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldViewProjection = mWorld * mView * mProj;
// Update the effect's variables
g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection );
g_pEffect->SetMatrix( g_hWorld, &mWorld );
g_pEffect->SetFloat( g_hTime, ( float )fTime );
}
示例12: DrawAllRigidBoxes
//--------------------------------------------------------------------------------------
// Draw all boxes in the scene
//--------------------------------------------------------------------------------------
void DrawAllRigidBoxes(ID3D11DeviceContext* pd3dImmediateContext)
{
XMMATRIX scaling = XMMatrixScaling(SCM.sceneScale, SCM.sceneScale, SCM.sceneScale);
XMMATRIX objToWorld;
XMMATRIX screenToObj;
for (int i = SCM.sceneObjects.size() -1; i >= 0; i--)
{
Box* box = &SCM.sceneObjects[i];
objToWorld = box->getObjToWorldMatrix(SCM.getStepCount());
screenToObj = XMMatrixInverse(nullptr, objToWorld * g_camera.GetViewMatrix());
objToWorld *= scaling * g_camera.GetWorldMatrix();
// Setup position/normal/color effect
g_pEffectPositionNormalColor->SetWorld(objToWorld);
g_pEffectPositionNormalColor->SetEmissiveColor(Colors::Black);
g_pEffectPositionNormalColor->SetDiffuseColor(0.8f * Colors::White);
g_pEffectPositionNormalColor->SetSpecularColor(0.4f * Colors::White);
g_pEffectPositionNormalColor->SetSpecularPower(1000);
g_pEffectPositionNormalColor->Apply(pd3dImmediateContext);
pd3dImmediateContext->IASetInputLayout(g_pInputLayoutPositionNormalColor);
g_pPrimitiveBatchPositionNormalColor->Begin();
{
DrawRigidBoxSolid(pd3dImmediateContext, box, objToWorld, screenToObj);
if (SCM.enableInteraction && i == SCM.selectedBoxIndex)
{
DrawRigidBoxWireFrame(pd3dImmediateContext, box, objToWorld, screenToObj);
}
if (SCM.showMasses)
{
}
}
g_pPrimitiveBatchPositionNormalColor->End();
}
}
示例13: OnFrameRender
//--------------------------------------------------------------------------------------
//실제 render가 발생하는 함수
//fTime, fElapsedTime은 윈도우 콜백이 알아서 만들어서 인자 전달
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
//렌더 필요 변수
HRESULT hr;
D3DXMATRIXA16 mWorldViewProjection;
D3DXVECTOR3 vLightDir[MAX_LIGHTS];
D3DXCOLOR vLightDiffuse[MAX_LIGHTS];
UINT iPass, cPasses;
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mView;
D3DXMATRIXA16 mProj;
//디바이스 초기화
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f,
0 ) );
//씬 그리기 시작
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//카메라의 현재 매트릭스 값을 받아서 월드 매트릭스에 곱한 결과 값
mWorld = g_mCenterWorld * (*g_Camera.GetWorldMatrix());
//프로젝션 매트릭스 설정
mProj = *g_Camera.GetProjMatrix();
//뷰 매트릭스 설정
mView = *g_Camera.GetViewMatrix();
//월드 매트릭스에 *뷰 * 프로젝션 매트릭스 적용
mWorldViewProjection = mWorld * mView * mProj;
//라이트 적용
for( int i = 0; i < g_nNumActiveLights; i++ )
{
vLightDir[i] = g_LightControl[i].GetLightDirection();
vLightDiffuse[i] = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 );
}
//shader에 조명 관련 정보 binding
V( g_pEffect->SetValue( "g_LightDir", vLightDir, sizeof( D3DXVECTOR3 ) * MAX_LIGHTS ) );
V( g_pEffect->SetValue( "g_LightDiffuse", vLightDiffuse, sizeof( D3DXVECTOR4 ) * MAX_LIGHTS ) );
//shader에 매트릭스 관련 정보 binding
V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
//shader에 재질 속성 값 관련 정보 binding
D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 );
V( g_pEffect->SetValue( "g_MaterialDiffuseColor", &vWhite, sizeof( D3DXCOLOR ) ) );
//shader에 time 값 전달
V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );
//shader에 활성 조명 값
V( g_pEffect->SetInt( "g_nNumLights", g_nNumActiveLights ) );
switch( g_nNumActiveLights )
{
case 1:
V( g_pEffect->SetTechnique( "RenderSceneWithTexture1Light" ) ); break;
case 2:
V( g_pEffect->SetTechnique( "RenderSceneWithTexture2Light" ) ); break;
case 3:
V( g_pEffect->SetTechnique( "RenderSceneWithTexture3Light" ) ); break;
}
//shader 시작
V( g_pEffect->Begin( &cPasses, 0 ) );
//pass는 그리는 개수를 의미
//그리는 개수 만큼 pass 순환
for( iPass = 0; iPass < cPasses; iPass++ )
{
V( g_pEffect->BeginPass( iPass ) );
// Render the mesh with the applied technique
V( g_pMesh->DrawSubset( 0 ) );
V( g_pEffect->EndPass() );
}
V( g_pEffect->End() );
//씬 그리기 종료
V( pd3dDevice->EndScene() );
}
}
示例14: 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->fTessellationFactor = (float)g_fSubdivs;
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( g_pPatchLayout );
UINT Stride = sizeof( BEZIER_CONTROL_POINT );
UINT Offset = 0;
pd3dImmediateContext->IASetVertexBuffers( 0, 1, &g_pControlPointVB, &Stride, &Offset );
pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST );
// Draw the mesh
pd3dImmediateContext->Draw( ARRAYSIZE(g_MobiusStrip), 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();
}
示例15: 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 );
}
}
}