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- // D3DApp
- HRESULT D3DApp::Draw()
- {
- // Clear back buffer
- float ClearColor[4] = { 0.0f, 0.0f, 0.7f, 1.0f };
- m_deviceContext->ClearRenderTargetView( m_renderTargetView, ClearColor );
- // Clear depth buffer
- m_deviceContext->ClearDepthStencilView( m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0 );
- // Draw code
- m_scene->Draw();
- return m_swapChain->Present( 0, 0 );
- }
- // Scene
- HRESULT Scene::Draw()
- {
- HRESULT hr = S_OK;
- // Set Rasterizer State
- //m_deviceContext->RSSetState( m_rasterizerState );
- // Set cbuffer ( update camera )
- D3D11_MAPPED_SUBRESOURCE mappedSubRes;
- CBWorldViewProj* dataPtr;
- m_deviceContext->Map( m_WVPBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubRes );
- dataPtr = (CBWorldViewProj*)mappedSubRes.pData;
- dataPtr->world = XMMatrixTranspose( XMLoadFloat4x4( &m_worldMatrix ) );
- dataPtr->view = XMMatrixTranspose( m_camera->View() );
- dataPtr->proj = XMMatrixTranspose( m_camera->Proj() );
- m_deviceContext->Unmap( m_WVPBuffer, 0 );
- m_deviceContext->VSSetConstantBuffers( 0, 1, &m_WVPBuffer );
- m_deviceContext->GSSetConstantBuffers( 0, 1, &m_WVPBuffer );
- // Draw game
- hr = m_game->Draw();
- return hr;
- }
- // Game
- HRESULT Game::Draw()
- {
- //m_tile->Draw();
- // Set vertex description
- m_deviceContext->IASetInputLayout( m_shader->inputLayout );
- // Set shader stages
- m_deviceContext->VSSetShader( m_shader->vertexShader, NULL, 0 );
- m_deviceContext->HSSetShader( NULL, NULL, 0 );
- m_deviceContext->DSSetShader( NULL, NULL, 0 );
- m_deviceContext->GSSetShader( NULL, NULL, 0 );
- m_deviceContext->PSSetShader( m_shader->pixelShader, NULL, 0 );
- // Set samplerstate and shader resource view
- m_deviceContext->PSSetSamplers( 0, 1, &m_samplerState );
- m_deviceContext->PSSetShaderResources( 0, 1, &m_simpleShaderResourceView );
- // Draw
- //m_terrain->Draw();
- m_tile->Draw();
- return S_OK;
- }
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