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Mar 5th, 2015
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  1. // Draw the box.
  2. world = XMLoadFloat4x4(&mBoxWorld);
  3. worldInvTranspose = MathHelper::InverseTranspose(world);
  4. worldViewProj = world*view*proj;
  5.  
  6. Effects::BasicFX->SetWorld(world);
  7. Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
  8. Effects::BasicFX->SetWorldViewProj(worldViewProj);
  9. Effects::BasicFX->SetTexTransform(XMMatrixIdentity());
  10. Effects::BasicFX->SetMaterial(mBoxMat);
  11. Effects::BasicFX->SetDiffuseMap(mDiffuseMapSRV6);
  12.  
  13. md3dImmediateContext->OMSetBlendState(TransparentBS2, blendFactor, 0xffffffff);
  14.  
  15. md3dImmediateContext->DrawIndexed(mBoxIndexCount, mBoxIndexOffset, mBoxVertexOffset);
  16. Effects::BasicFX->SetDiffuseMap(mDiffuseMapSRV7);
  17. md3dImmediateContext->OMSetBlendState(TransparentBS, blendFactor, 0xffffffff);
  18. activeTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
  19. md3dImmediateContext->DrawIndexed(mBoxIndexCount, mBoxIndexOffset, mBoxVertexOffset);
  20. md3dImmediateContext->OMSetBlendState(0, blendFactor, 0xffffffff);
  21.  
  22. D3D11_BLEND_DESC transparentDesc = { 0 };
  23. transparentDesc.AlphaToCoverageEnable = false;
  24. transparentDesc.IndependentBlendEnable = false;
  25.  
  26. transparentDesc.RenderTarget[0].BlendEnable = false;
  27. transparentDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
  28. transparentDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
  29. transparentDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT;
  30. transparentDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  31. transparentDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  32. transparentDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  33. transparentDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  34. HR(md3dDevice->CreateBlendState(&transparentDesc, &TransparentBS));
  35.  
  36.  
  37. D3D11_BLEND_DESC transparentDescS = { 0 };
  38. transparentDescS.AlphaToCoverageEnable = false;
  39. transparentDescS.IndependentBlendEnable = false;
  40.  
  41.  
  42.  
  43. transparentDescS.RenderTarget[0].BlendEnable = true;
  44. transparentDescS.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
  45. transparentDescS.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
  46. transparentDescS.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT;
  47. transparentDescS.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  48. transparentDescS.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  49. transparentDescS.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  50. transparentDescS.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  51. HR(md3dDevice->CreateBlendState(&transparentDescS, &TransparentBS2));
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