Esempio n. 1
0
        public void Render()
        {
            UpdatePerFrameBuffer();

            UpdateLightBuffers();

            //Clear targets
            deviceContext.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
            deviceContext.ClearRenderTargetView(renderTargetView, Color.Gray);

            //Camera matrix calulcations
            Transform cameraTransform  = engine.MainCamera.Transform;
            Matrix    viewMatrix       = Matrix.LookAtLH(cameraTransform.WorldPosition, (cameraTransform.Forward + cameraTransform.WorldPosition), Vector3.UnitY);
            Matrix    projectionMatrix = Matrix.PerspectiveFovLH((float)((Math.PI / 4)), aspectRatio, 0.01f, 200f);

            IEnumerable <Shader> shaders = engine.ShaderMaterialGroupings.Keys;

            foreach (Shader shader in shaders)
            {
                shader.BeginRender(renderService);

                //Set per-frame and light buffers (camera position)
                renderService.SetConstantBuffer(Constants.ConstantBufferNames.PER_FRAME_CB, shader);
                renderService.SetConstantBuffer(Constants.ConstantBufferNames.POINT_LIGHT_CB, shader);
                renderService.SetConstantBuffer(Constants.ConstantBufferNames.DIRECTIONAL_LIGHT_CB, shader);

                IEnumerable <Material> materials = engine.MaterialRendererGroupings.Keys;
                foreach (Material material in materials)
                {
                    material.BeginRender(renderService);

                    IEnumerable <MeshRenderer> meshRenderers = engine.MaterialRendererGroupings[material];
                    foreach (MeshRenderer renderer in meshRenderers)
                    {
                        PerObjectCB perObjectCB = UpdateWorldMatrices(renderer.Transform.WorldMatrix, viewMatrix, projectionMatrix);

                        renderService.SetConstantBuffer(Constants.ConstantBufferNames.PER_OBJECT_CB, shader);
                        renderService.UpdateConstantBuffer(Constants.ConstantBufferNames.PER_OBJECT_CB, ref perObjectCB);

                        deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(renderer.Mesh.VertexBuffer, shader.InputElementStride, 0));
                        deviceContext.InputAssembler.SetIndexBuffer(renderer.Mesh.IndexBuffer, Format.R32_UInt, 0);

                        deviceContext.DrawIndexed(renderer.Mesh.Indices.Length, 0, 0);
                    }
                }
            }

            swapChain.Present(1, PresentFlags.None);
        }
Esempio n. 2
0
 public override void BeginRender(RenderService RenderService)
 {
     RenderService.SetShader(this);
     RenderService.SetConstantBuffer(Constants.ConstantBufferNames.STANDARD_MATERIAL_CB, this);
 }