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C++ sphere::Render方法代码示例

本文整理汇总了C++中sphere::Render方法的典型用法代码示例。如果您正苦于以下问题:C++ sphere::Render方法的具体用法?C++ sphere::Render怎么用?C++ sphere::Render使用的例子?那么恭喜您, 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sphere的用法示例。


在下文中一共展示了sphere::Render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: V

//--------------------------------------------------------------------------------------
// 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;
    }

		//Render light arrow
    D3DXMATRIX mView;
    D3DXMATRIX mProj;
	mProj = ( *g_Camera.GetProjMatrix() );
    mView = ( *g_Camera.GetViewMatrix() );
	D3DXCOLOR arrowColor = D3DXCOLOR( 1, 1, 0, 1 );
	//hr = g_LightControl.OnRender11( arrowColor, &mView, &mProj, g_Camera.GetEyePt() );
	FirePart.calculate_particle(pd3dDevice,pd3dImmediateContext,fElapsedTime,&g_Camera,&g_LightControl);
	MissilePart.calculate_particle(pd3dDevice,pd3dImmediateContext,fElapsedTime,&g_Camera,&g_LightControl);
	board1.RenderTexture(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_LightControl);	
    deboard.RenderTexture(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_LightControl);	

    // Clear the render target and depth stencil
    float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    //ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
	ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_ori, ClearColor );
    ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_ori,pDSV);
	
	
	
	
	pd3dImmediateContext->OMSetDepthStencilState(NULL, 0);
	sky.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);

	lightsphere.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	tessplane.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	tesscube.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	fuse.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,&g_LightControl);
	board1.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	deboard.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	
	test.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	if(show_buildings)
	{
		buildings.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	}
	geo_alien.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera,lightpos);
	FirePart.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera);
	MissilePart.Render(pd3dDevice,pd3dImmediateContext,fTime,fElapsedTime,pUserContext,&g_Camera);
	//ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();

	
	pd3dImmediateContext->OMSetDepthStencilState(NULL, 0);

	pd3dImmediateContext->OMSetBlendState(NULL,NULL,0xffffffff);
	//find bright spot 
	pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_1, ClearColor );
    pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_1,pDSV);

	pd3dImmediateContext->VSSetShader( VSPPFirstPass, NULL, 0 );
    pd3dImmediateContext->PSSetShader( PSPPFirstPass, NULL, 0 );

	pd3dImmediateContext->HSSetShader( NULL, NULL, 0 );
	pd3dImmediateContext->DSSetShader( NULL, NULL, 0 );
    pd3dImmediateContext->GSSetShader( NULL, NULL, 0 );

	pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear);
	pd3dImmediateContext->PSSetShaderResources(0,1,&sr_texture_original);
	//pd3dImmediateContext->RSSetState( g_pRasterizerStateSolid );
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(9,0);

	//blur hori
	pd3dImmediateContext->ClearRenderTargetView( rtv_render_to_texture_2, ClearColor );
    pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
	pd3dImmediateContext->OMSetRenderTargets(1,&rtv_render_to_texture_2,pDSV);


	Compute_blur(1.0f / width, 0);

	D3D11_MAPPED_SUBRESOURCE MappedResource;
    V( pd3dImmediateContext->Map( blur_cb_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    blur_cbuffer* pPerFrame = ( blur_cbuffer* )MappedResource.pData;
	std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
	//std::copy(&blur_cb_data.offset[0], &blur_cb_data.offset[15], pPerFrame->offset);
	//std::copy(&blur_cb_data.weight[0], &blur_cb_data.weight[15], pPerFrame->weight);
    pd3dImmediateContext->Unmap( blur_cb_buffer, 0 );

	pd3dImmediateContext->VSSetShader( VSPPBlur, NULL, 0 );
//.........这里部分代码省略.........
开发者ID:AlexKLM,项目名称:DX11-Shader-Language-Coursework,代码行数:101,代码来源:BasicHLSL11.cpp


注:本文中的sphere::Render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。