Advertisement
Guest User

Untitled

a guest
Nov 23rd, 2014
134
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 1.87 KB | None | 0 0
  1. // D3DApp
  2. HRESULT D3DApp::Draw()
  3. {
  4.     // Clear back buffer
  5.     float ClearColor[4] = { 0.0f, 0.0f, 0.7f, 1.0f };
  6.     m_deviceContext->ClearRenderTargetView( m_renderTargetView, ClearColor );
  7.  
  8.     // Clear depth buffer
  9.     m_deviceContext->ClearDepthStencilView( m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0 );
  10.  
  11.     // Draw code
  12.     m_scene->Draw();
  13.  
  14.     return m_swapChain->Present( 0, 0 );
  15. }
  16.  
  17. // Scene
  18. HRESULT Scene::Draw()
  19. {
  20.     HRESULT hr = S_OK;
  21.  
  22.     // Set Rasterizer State
  23.     //m_deviceContext->RSSetState( m_rasterizerState );
  24.  
  25.     // Set cbuffer ( update camera )
  26.     D3D11_MAPPED_SUBRESOURCE mappedSubRes;
  27.     CBWorldViewProj* dataPtr;
  28.  
  29.     m_deviceContext->Map( m_WVPBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubRes );
  30.     dataPtr = (CBWorldViewProj*)mappedSubRes.pData;
  31.     dataPtr->world = XMMatrixTranspose( XMLoadFloat4x4( &m_worldMatrix ) );
  32.     dataPtr->view  = XMMatrixTranspose( m_camera->View() );
  33.     dataPtr->proj  = XMMatrixTranspose( m_camera->Proj() );
  34.  
  35.     m_deviceContext->Unmap( m_WVPBuffer, 0 );
  36.     m_deviceContext->VSSetConstantBuffers( 0, 1, &m_WVPBuffer );
  37.     m_deviceContext->GSSetConstantBuffers( 0, 1, &m_WVPBuffer );
  38.  
  39.     // Draw game
  40.     hr = m_game->Draw();
  41.  
  42.     return hr;
  43. }
  44.  
  45. // Game
  46. HRESULT Game::Draw()
  47. {
  48.  
  49.     //m_tile->Draw();
  50.  
  51.     // Set vertex description
  52.     m_deviceContext->IASetInputLayout( m_shader->inputLayout );
  53.  
  54.     // Set shader stages
  55.     m_deviceContext->VSSetShader( m_shader->vertexShader, NULL, 0 );
  56.     m_deviceContext->HSSetShader( NULL, NULL, 0 );
  57.     m_deviceContext->DSSetShader( NULL, NULL, 0 );
  58.     m_deviceContext->GSSetShader( NULL, NULL, 0 );
  59.     m_deviceContext->PSSetShader( m_shader->pixelShader, NULL, 0 );
  60.  
  61.     // Set samplerstate and shader resource view
  62.     m_deviceContext->PSSetSamplers( 0, 1, &m_samplerState );
  63.     m_deviceContext->PSSetShaderResources( 0, 1, &m_simpleShaderResourceView );
  64.  
  65.     // Draw
  66.     //m_terrain->Draw();
  67.  
  68.     m_tile->Draw();
  69.  
  70.     return S_OK;
  71. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement