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- void RenderFrame(void)
- {
- D3DXMATRIX matView, matProjection;
- D3DXMATRIX matFinal;
- // create a view matrix
- D3DXMatrixLookAtLH(&matView,
- &D3DXVECTOR3(0.0f, 9.0f, 24.0f), // the camera position
- &D3DXVECTOR3(0.0f, 0.0f, 0.0f), // the look-at position
- &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // the up direction
- // create a projection matrix
- D3DXMatrixPerspectiveFovLH(&matProjection,
- (FLOAT)D3DXToRadian(45), // field of view
- (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
- 1.0f, // near view-plane
- 100.0f); // far view-plane
- // create the final transform
- matFinal = matView * matProjection;
- devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
- devcon->ClearDepthStencilView(zbuffer, D3D11_CLEAR_DEPTH, 1.0f, 0);
- UINT stride = sizeof(VERTEX);
- UINT offset = 0;
- devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
- devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0);
- devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- devcon->UpdateSubresource(pCBuffer, 0, 0, &matFinal, 0, 0);
- devcon->DrawIndexed(24, 0, 0);
- swapchain->Present(0, 0);
- }
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