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C++ LPD3DXMESH::DrawSubset方法代码示例

本文整理汇总了C++中LPD3DXMESH::DrawSubset方法的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXMESH::DrawSubset方法的具体用法?C++ LPD3DXMESH::DrawSubset怎么用?C++ LPD3DXMESH::DrawSubset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LPD3DXMESH的用法示例。


在下文中一共展示了LPD3DXMESH::DrawSubset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: render

void render()
{
    assert(g_pd3dDevice);

    camera();

    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255, 0, 0), 1.0f, 0);

    g_pd3dDevice->BeginScene();
    {
        switch(g_object) {
            case sphere:
                g_pSphereMesh->DrawSubset(0);
                break;

            case cube:
                g_pCubeMesh->DrawSubset(0);
                break;

            case torus:
                g_pTorusMesh->DrawSubset(0);
                break;

            default:
                assert(!"Invalid object");
                break;
        }
    }
    g_pd3dDevice->EndScene();

    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

    g_rotation += ROTATION_DELTA;
}
开发者ID:proydakov,项目名称:cppzone,代码行数:34,代码来源:main.cpp

示例2: render

VOID render(){
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB(192, 192, 192), 1.0f, 0);

	if(SUCCEEDED(g_pDevice->BeginScene())){

		setWorldMatrix();
		//First, Render the not transparent part
		for(DWORD i=0; i<g_dwNumMaterials; ++i){
			if(g_pMeshMaterials[i].Diffuse.a == 1.0f){
				g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
				g_pDevice->SetTexture(0, g_pMeshTextures[i]);

				g_pMesh->DrawSubset(i);
			}
		}

		//Second , Render the transparent part
		for(DWORD i=0; i<g_dwNumMaterials; ++i){
			if(g_pMeshMaterials[i].Diffuse.a != 1.0f){
				g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
				g_pDevice->SetTexture(0, g_pMeshTextures[i]);

				g_pMesh->DrawSubset(i);
			}
		}
		g_pDevice->EndScene();
	}
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
开发者ID:junglek,项目名称:DirectX-Basic,代码行数:30,代码来源:Main.cpp

示例3: RenderScene

//*************************************************************************************************************
void RenderScene(LPD3DXEFFECT effect, int what)
{
	D3DXMATRIX inv;
	D3DXVECTOR4 uv(1, 1, 1, 1);
	D3DXVECTOR4 spec(1, 1, 1, 1);

	for( int i = 0; i < numobjects; ++i )
	{
		SceneObject& obj = objects[i];

		if( obj.behavior == what )
		{
			D3DXMatrixInverse(&inv, 0, &obj.world);

			effect->SetMatrix("matWorld", &obj.world);
			effect->SetMatrix("matWorldInv", &inv);

			if( obj.type == FLOOR )
			{
				uv.x = uv.y = 3;
				spec = D3DXVECTOR4(0.2f, 0.2f, 0.2f, 20.0f);

				effect->SetVector("uv", &uv);
				effect->SetVector("matSpecular", &spec);
				effect->CommitChanges();

				device->SetTexture(0, texture2);
				box->DrawSubset(0);
			}
			else if( obj.type == CRATE )
			{
				uv.x = uv.y = 1;
				spec = D3DXVECTOR4(0.2f, 0.2f, 0.2f, 20.0f);

				effect->SetVector("uv", &uv);
				effect->SetVector("matSpecular", &spec);
				effect->CommitChanges();

				device->SetTexture(0, texture3);
				box->DrawSubset(0);
			}
			else if( obj.type == SKULL )
			{
				uv.x = uv.y = 1;
				spec = D3DXVECTOR4(0.75f, 0.75f, 0.75f, 80.0f);

				effect->SetVector("uv", &uv);
				effect->SetVector("matSpecular", &spec);
				effect->CommitChanges();

				device->SetTexture(0, texture1);
				skull->DrawSubset(0);
			}
		}
	}
}
开发者ID:IwishIcanFLighT,项目名称:Asylum_Tutorials,代码行数:57,代码来源:main.cpp

示例4: Render

void Render(HWND hWnd)
{
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

	g_pDevice->BeginScene();

	SetMatrix();

	if (::GetAsyncKeyState(0x31) & 0x8000f)
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	if (::GetAsyncKeyState(0x32) & 0x8000f)
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

	if (::GetAsyncKeyState(0x51) & 0x8000f)
		SetLight(g_pDevice, 1);
	if (::GetAsyncKeyState(0x57) & 0x8000f)
		SetLight(g_pDevice, 2);
	if (::GetAsyncKeyState(0x45) & 0x8000f)
		SetLight(g_pDevice, 3);

	D3DXMatrixTranslation(&g_WorldMatrix[0], -3.0f, -3.0f, 0.0f);
	g_WorldMatrix[0] = g_WorldMatrix[0] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[0]);
	g_pTeapot->DrawSubset(0);

	D3DXMatrixTranslation(&g_WorldMatrix[1], 3.0f, -3.0f, 0.0f);
	g_WorldMatrix[1] = g_WorldMatrix[1] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[1]);
	g_pCube->DrawSubset(0);

	D3DXMatrixTranslation(&g_WorldMatrix[2], 3.0f, 3.0f, 0.0f);
	g_WorldMatrix[2] = g_WorldMatrix[2] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[2]);
	g_pTorus->DrawSubset(0);

	D3DXMatrixTranslation(&g_WorldMatrix[3], -3.0f, 3.0f, 0.0f);
	g_WorldMatrix[3] = g_WorldMatrix[3] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[3]);
	g_pSphere->DrawSubset(0);

	RECT rect;
	GetClientRect(hWnd, &rect);
	int count = _stprintf_s(g_strFPS, 20, TEXT("FPS : %0.3f"), GetFPS());
	g_pFont->DrawText(NULL, g_strFPS, count, &rect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255, 239, 136));

	g_pDevice->EndScene();
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
开发者ID:liyongfa,项目名称:DirectX,代码行数:48,代码来源:demo3.cpp

示例5: render_1

//-----------------------------------------------------------------------------
// Name: render_1()
// Desc:
//-----------------------------------------------------------------------------
void render_1( void )
{
    D3DXMATRIX matView;
    D3DXMATRIX matWorld;
    D3DXMATRIX matRotation;
    D3DXMATRIX matTranslation;

    // Now we can clear just view-port's portion of the buffer to green...
    g_pd3dDevice_1->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE( 0.0f, 1.0f, 0.0f, 1.0f ), 1.0f, 0 );

    g_pd3dDevice_1->BeginScene();

    // For the left view-port, leave the view at the origin...
    D3DXMatrixIdentity( &matView );
    g_pd3dDevice_1->SetTransform( D3DTS_VIEW, &matView );

    // ... and use the world matrix to spin and translate the teapot
    // out where we can see it...
    D3DXMatrixRotationYawPitchRoll( &matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f );
    D3DXMatrixTranslation( &matTranslation, 0.0f, 0.0f, 5.0f );
    matWorld = matRotation * matTranslation;
    g_pd3dDevice_1->SetTransform( D3DTS_WORLD, &matWorld );


    g_pd3dDevice_1->SetMaterial( &g_teapotMtrl );
    g_pTeapotMesh_1->DrawSubset(0);

    g_pd3dDevice_1->EndScene();

    // We're done! Now, we just call Present()
    g_pd3dDevice_1->Present( NULL, NULL, NULL, NULL );
}
开发者ID:djrobx,项目名称:vpinballx,代码行数:36,代码来源:multipleFullscreen.c

示例6: DrawMeshContainer

void XEnitity::DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase) const
{
	
	CUSTOM_FRAME* pFrame = (CUSTOM_FRAME*)pFrameBase;
	CUSTOM_MESHCONTAINER* pMeshContainer = (CUSTOM_MESHCONTAINER*)pMeshContainerBase;

	if(pMeshContainer->pSkinInfo){
		D3DXMATRIX Ident;
		D3DXMatrixIdentity(&Ident);
		m_d3ddev->SetTransform(D3DTS_WORLD, &Ident);
	}
	else{
		m_d3ddev->SetTransform(D3DTS_WORLD, &pFrame->exCombTransformationMatrix);
	}

	unsigned int NumMaterials = pMeshContainer->NumMaterials;
	for(unsigned int i = 0; i < NumMaterials; ++i){
		
		m_d3ddev->SetMaterial(&pMeshContainer->pExMaterials[i]);
		m_d3ddev->SetTexture(0, pMeshContainer->pExTextures[i]);
	
		LPD3DXMESH pMeshToDraw = (pMeshContainer->pSkinInfo) ? pMeshContainer->pExSkinMesh : pMeshContainer->MeshData.pMesh;

		pMeshToDraw->DrawSubset(i);
	}

	return;
}
开发者ID:ongamex,项目名称:old_stuff,代码行数:28,代码来源:XEnitity.cpp

示例7: Render

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render(bool b_AutoRotation, bool b_WireframeMode)
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                         D3DCOLOR_ARGB( 0, 0, 0, 0 ), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
		// SetupMatrices();
        if (b_AutoRotation) SetupMatrices();
		g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, (b_WireframeMode) ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
		g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, (b_WireframeMode) ? D3DCULL_NONE : D3DCULL_CCW);

        // D3DRenderer are divided into subsets, one for each material. Render them in
        // a loop
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            // Set the material and texture for this subset
            g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
            g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

            // Draw the mesh subset
            g_pMesh->DrawSubset( i );
        }

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    // g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
开发者ID:Narinyir,项目名称:WPF-DirectX,代码行数:38,代码来源:D3DRenderer.cpp

示例8: Render

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
    
    // Begin the scene
    g_pd3dDevice->BeginScene();

    // Setup the world, view, and projection matrices
    SetupMatrices();

    // Meshes are divided into subsets, one for each material. Render them in
    // a loop
    for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        // Set the material and texture for this subset
        g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
        g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
        
        // Draw the mesh subset
        g_pMesh->DrawSubset( i );
    }

    // End the scene
    g_pd3dDevice->EndScene();
    
    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
开发者ID:grakidov,项目名称:Render3D,代码行数:34,代码来源:Meshes.cpp

示例9: Render

void Render()
{
    g_pd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
    g_pd3dDevice->BeginScene();

    D3DXMATRIXA16 matWorld;
    D3DXMatrixRotationY(&matWorld, timeGetTime() / 1000.0f);
    g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);

    D3DXVECTOR3 vEyePt(0.0f, 3.0f,-5.0f);
    D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f);
    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);

    for (DWORD i = 0; i < g_dwNumMaterials; i++)
    {
        g_pd3dDevice->SetMaterial(&g_pMeshMaterials[i]);
        g_pd3dDevice->SetTexture(0, g_pMeshTextures[i]);
        g_pMesh->DrawSubset(i);
    }

    g_pd3dDevice->EndScene();
    g_pd3dDevice->Present(0, 0, 0, 0);
}
开发者ID:jsj2008,项目名称:blog-source,代码行数:30,代码来源:Converter.cpp

示例10: Render

//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
VOID Render()
{
	// 清除缓冲区
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
		D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

	//开始渲染场景
	if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
		SetWorldMatrix();  //设置世界矩阵

		//逐块渲染网格模型
		for( DWORD i=0; i<g_dwNumMaterials; i++ )
		{
			//设置材料和纹理
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

			//渲染模型
			g_pMesh->DrawSubset( i );
		}

		//场景渲染结束
		g_pd3dDevice->EndScene();
	}

	//在屏幕上显示场景
	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
开发者ID:as2120,项目名称:ZNginx,代码行数:32,代码来源:StateControlUseMatrix.cpp

示例11: Game_Run

void Game_Run(HWND window)
{
    if (!d3ddev) return;
    DirectInput_Update();
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,100), 1.0f, 0);


    // slow rendering to approximately 60 fps
    if (timeGetTime() > screentimer + 14)
    {
        screentimer = GetTickCount();

        //start rendering
        if (d3ddev->BeginScene())
        {
			//rotate the view
			D3DXMATRIX matWorld;
			D3DXMatrixRotationY(&matWorld, timeGetTime()/1000.0f);
			d3ddev->SetTransform(D3DTS_WORLD, &matWorld);
	        
			//draw the mesh
			mesh->DrawSubset(0);


            //stop rendering
            d3ddev->EndScene();
            d3ddev->Present(NULL, NULL, NULL, NULL);
        }
    }

    //exit with escape key or controller Back button
    if (KEY_DOWN(VK_ESCAPE)) gameover = true;
    if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK) gameover = true;
}
开发者ID:kyphelps,项目名称:spring-2013,代码行数:34,代码来源:MyGame.cpp

示例12: render

VOID render(){
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB(192, 192, 192), 1.0f, 0);

	if(SUCCEEDED(g_pDevice->BeginScene())){
		
		//Render the Shutter
		g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
		g_pDevice->SetTransform(D3DTS_WORLD, &g_matShutter);
		g_pDevice->SetStreamSource(0, g_pShutter, 0, sizeof(CUSTOMVERTEX));
		g_pDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
		g_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

		//Render the Mesh
		g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
		g_pDevice->SetTransform(D3DTS_WORLD, &g_matTank);
		for(DWORD i=0; i<g_dwNumMaterials; ++i){
			g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
			g_pDevice->SetTexture(0, g_pMeshTextures[i]);

			g_pMesh->DrawSubset(i);
		}//Render the Mesh
		g_pDevice->EndScene();
	}
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
开发者ID:junglek,项目名称:DirectX-Basic,代码行数:26,代码来源:Main.cpp

示例13: Render

//랜더
void Render(int timeDelta)
{
	//화면 청소
	if (SUCCEEDED(g_pDevice->Clear( 
		0,			//청소할 영역의 D3DRECT 배열 갯수		( 전체 클리어 0 )
		NULL,		//청소할 영역의 D3DRECT 배열 포인터		( 전체 클리어 NULL )
		D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,	//청소될 버퍼 플레그 ( D3DCLEAR_TARGET 컬러버퍼, D3DCLEAR_ZBUFFER 깊이버퍼, D3DCLEAR_STENCIL 스텐실버퍼
		D3DCOLOR_XRGB(0,0,0),			//컬러버퍼를 청소하고 채워질 색상( 0xAARRGGBB )
		1.0f,				//깊이버퍼를 청소할값 ( 0 ~ 1 0 이 카메라에서 제일가까운 1 이 카메라에서 제일 먼 )
		0					//스텐실 버퍼를 채울값
		)))
	{
		//화면 청소가 성공적으로 이루어 졌다면... 랜더링 시작
		g_pDevice->BeginScene();

		//r.SetTranslate(Vector3(0, 0, -498)); // teapot
		g_pDevice->SetTransform(D3DTS_WORLD, (D3DXMATRIX*)&g_LocalTm);

		g_pDevice->SetMaterial(&g_Mtrl);
		if (g_Mesh)
			g_Mesh->DrawSubset(0);

		//랜더링 끝
		g_pDevice->EndScene();
		//랜더링이 끝났으면 랜더링된 내용 화면으로 전송
		g_pDevice->Present( NULL, NULL, NULL, NULL );
	}
}
开发者ID:kami36,项目名称:Study,代码行数:29,代码来源:SpreadCube.cpp

示例14: Render

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
	// Clear the backbuffer and the zbuffer
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );

	// Begin the scene
	if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
		// Setup the world, view, and projection matrices
		SetupMatrices();

		SetupLights();

		// Meshes are divided into subsets, one for each material. Render them in
		// a loop
		for( DWORD i = 0; i < g_dwNumMaterials; i++ )
		{
			// Set the material and texture for this subset
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

			// Draw the mesh subset
			g_pMesh->DrawSubset( i );
		}
		D3DXMATRIXA16 mat;
		D3DXMatrixTranslation( &mat, 1,0,0 );
		g_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
		for( DWORD i = 0; i < g_dwNumMaterials2; i++ )
		{
			// Set the material and texture for this subset
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials2[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures2[i] );

			// Draw the mesh subset
			g_pMesh->DrawSubset( i );
		}

		// End the scene
		g_pd3dDevice->EndScene();
	}
	LPDIRECT3DTEXTURE9* pTemp = g_pMeshTextures;
	g_pMeshTextures = g_pMeshTextures2;
	g_pMeshTextures2 = pTemp;
	// Present the backbuffer contents to the display
	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
开发者ID:skatpgusskat,项目名称:DirectXHomework,代码行数:51,代码来源:Mar-6th.cpp

示例15: RenderScene

// 3D 물체등을 그린다.
void RenderScene()
{
	// 뷰 행렬을 만든다.
	D3DXMATRIXA16 matView;
	D3DXVECTOR3 vEyePt(gWorldCameraPosition.x, gWorldCameraPosition.y, gWorldCameraPosition.z);
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);

	// 투영행렬을 만든다.
	D3DXMATRIXA16			matProjection;
	D3DXMatrixPerspectiveFovLH(&matProjection, FOV, ASPECT_RATIO, NEAR_PLANE, FAR_PLANE);

	// 프레임마다 0.4도씩 회전을 시킨다.
	gRotationY += 0.4f * PI / 180.0f;
	if (gRotationY > 2 * PI)
	{
		gRotationY -= 2 * PI;
	}

	// 월드행렬을 만든다.
	D3DXMATRIXA16			matWorld;
	D3DXMatrixRotationY(&matWorld, gRotationY);

	// 월드/뷰/투영행렬을 미리 곱한다.
	D3DXMATRIXA16 matWorldView;
	D3DXMATRIXA16 matWorldViewProjection;
	D3DXMatrixMultiply(&matWorldView, &matWorld, &matView);
	D3DXMatrixMultiply(&matWorldViewProjection, &matWorldView, &matProjection);

	// 쉐이더 전역변수들을 설정
	gpEnvironmentMappingShader->SetMatrix("gWorldMatrix", &matWorld);
	gpEnvironmentMappingShader->SetMatrix("gWorldViewProjectionMatrix", &matWorldViewProjection);

	gpEnvironmentMappingShader->SetVector("gWorldLightPosition", &gWorldLightPosition);
	gpEnvironmentMappingShader->SetVector("gWorldCameraPosition", &gWorldCameraPosition);

	gpEnvironmentMappingShader->SetVector("gLightColor", &gLightColor);
	gpEnvironmentMappingShader->SetTexture("DiffuseMap_Tex", gpStoneDM);
	gpEnvironmentMappingShader->SetTexture("SpecularMap_Tex", gpStoneSM);
	gpEnvironmentMappingShader->SetTexture("NormalMap_Tex", gpStoneNM);
	gpEnvironmentMappingShader->SetTexture("EnvironmentMap_Tex", gpSnowENV);

	// 쉐이더를 시작한다.
	UINT numPasses = 0;
	gpEnvironmentMappingShader->Begin(&numPasses, NULL);
	{
		for (UINT i = 0; i < numPasses; ++i)
		{
			gpEnvironmentMappingShader->BeginPass(i);
			{
				// 구체를 그린다.
				gpTeapot->DrawSubset(0);
			}
			gpEnvironmentMappingShader->EndPass();
		}
	}
	gpEnvironmentMappingShader->End();
}
开发者ID:popekim,项目名称:ShaderPrimerKR,代码行数:60,代码来源:ShaderFramework.cpp


注:本文中的LPD3DXMESH::DrawSubset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。