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- // Draw the box.
- world = XMLoadFloat4x4(&mBoxWorld);
- worldInvTranspose = MathHelper::InverseTranspose(world);
- worldViewProj = world*view*proj;
- Effects::BasicFX->SetWorld(world);
- Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
- Effects::BasicFX->SetWorldViewProj(worldViewProj);
- Effects::BasicFX->SetTexTransform(XMMatrixIdentity());
- Effects::BasicFX->SetMaterial(mBoxMat);
- Effects::BasicFX->SetDiffuseMap(mDiffuseMapSRV6);
- md3dImmediateContext->OMSetBlendState(TransparentBS2, blendFactor, 0xffffffff);
- md3dImmediateContext->DrawIndexed(mBoxIndexCount, mBoxIndexOffset, mBoxVertexOffset);
- Effects::BasicFX->SetDiffuseMap(mDiffuseMapSRV7);
- md3dImmediateContext->OMSetBlendState(TransparentBS, blendFactor, 0xffffffff);
- activeTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
- md3dImmediateContext->DrawIndexed(mBoxIndexCount, mBoxIndexOffset, mBoxVertexOffset);
- md3dImmediateContext->OMSetBlendState(0, blendFactor, 0xffffffff);
- D3D11_BLEND_DESC transparentDesc = { 0 };
- transparentDesc.AlphaToCoverageEnable = false;
- transparentDesc.IndependentBlendEnable = false;
- transparentDesc.RenderTarget[0].BlendEnable = false;
- transparentDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- transparentDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
- transparentDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT;
- transparentDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- transparentDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- transparentDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- transparentDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- HR(md3dDevice->CreateBlendState(&transparentDesc, &TransparentBS));
- D3D11_BLEND_DESC transparentDescS = { 0 };
- transparentDescS.AlphaToCoverageEnable = false;
- transparentDescS.IndependentBlendEnable = false;
- transparentDescS.RenderTarget[0].BlendEnable = true;
- transparentDescS.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- transparentDescS.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
- transparentDescS.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT;
- transparentDescS.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- transparentDescS.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- transparentDescS.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- transparentDescS.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- HR(md3dDevice->CreateBlendState(&transparentDescS, &TransparentBS2));
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