Danbias/Code/OysterGraphics/Render/Rendering/BasicRender.cpp

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#include "Render.h"
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#include "../Resources/Resources.h"
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#include "../../Definitions/GraphicalDefinition.h"
#include "../../Model/ModelInfo.h"
#include <map>
#include <vector>
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
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void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
{
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
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Core::ShaderManager::SetShaderEffect(Graphics::Render::Resources::obj);
Preparations::Basic::BindBackBufferRTV();
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Definitions::VP vp;
vp.V = View;
vp.P = Projection;
void* data = Resources::VPData.Map();
memcpy(data, &vp, sizeof(Definitions::VP));
Resources::VPData.Unmap();
Resources::VPData.Apply();
}
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void Basic::RenderScene(Model::Model* models, int count)
{
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for(int i = 0; i < count; ++i)
{
if(models[i].Visible)
{
void* data = Resources::ModelData.Map();
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memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
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Resources::ModelData.Unmap();
Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
Core::deviceContext->PSSetShaderResources(0,info->Material.size(),&(info->Material[0]));
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info->Vertices->Apply();
if(info->Indexed)
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{
info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
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}
else
{
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
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}
}
}
}
void Basic::EndFrame()
{
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IDXGISwapChain* chain = Core::swapChain;
chain->Present(0,0);
}
}
}
}
}