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