main.cpp: rotating cube
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parent
44f7f07c2e
commit
26eb97286d
@ -1,6 +1,6 @@
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cl.exe @"compile.rsp" "main.cpp"
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link.exe @"link.rsp" /OUT:"Debug\d3d10.exe" /PDB:"Debug\d3d10.pdb" ".\Debug\main.obj"
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link.exe @"link.rsp" /OUT:"Debug\d3d10.exe" /PDB:"Debug\d3d10.pdb" ".\Debug\main.obj" /NOLOGO /ERRORREPORT:PROMPT
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fxc /Od /Zi /T fx_4_0 /nologo /Fo main.fxo main.fx
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2
link.rsp
2
link.rsp
@ -2,8 +2,6 @@
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/DEBUG
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/SUBSYSTEM:WINDOWS
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/MACHINE:X86
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/NOLOGO
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/ERRORREPORT:PROMPT
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d3d10.lib
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d3dx10.lib
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kernel32.lib
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113
main.cpp
113
main.cpp
@ -13,6 +13,14 @@ ID3D10Effect * g_pEffect = NULL;
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ID3D10EffectTechnique * g_pTechnique = NULL;
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ID3D10InputLayout * g_pVertexLayout = NULL;
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ID3D10Buffer * g_pVertexBuffer = NULL;
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ID3D10Buffer * g_pIndexBuffer = NULL;
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ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
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ID3D10EffectMatrixVariable * g_pViewVariable = NULL;
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ID3D10EffectMatrixVariable * g_pProjectionVariable = NULL;
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D3DXMATRIX g_World;
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D3DXMATRIX g_View;
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D3DXMATRIX g_Projection;
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HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
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LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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@ -21,6 +29,7 @@ void Render();
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struct SimpleVertex {
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D3DXVECTOR3 Pos;
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D3DXVECTOR4 Color;
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};
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void print(LPCSTR fmt, ...)
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@ -88,11 +97,14 @@ HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
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// create window
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RECT rc = { 0, 0, 640, 480 };
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UINT width = rc.right - rc.left;
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UINT height = rc.bottom - rc.top;
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AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
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g_hWnd = CreateWindow(L"d3d10wc",
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L"d3d10", WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, CW_USEDEFAULT,
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rc.right - rc.left, rc.bottom - rc.top,
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width,
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height,
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NULL,
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NULL,
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hInstance,
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@ -129,6 +141,11 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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HRESULT InitDirect3DDevice()
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{
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RECT rc;
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GetClientRect(g_hWnd, &rc);
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UINT width = rc.right - rc.left;
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UINT height = rc.bottom - rc.top;
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DXGI_SWAP_CHAIN_DESC sd = {};
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sd.BufferCount = 1;
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sd.BufferDesc.Width = 640;
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@ -206,9 +223,16 @@ HRESULT InitDirect3DDevice()
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g_pTechnique = g_pEffect->GetTechniqueByName("Render");
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// variables
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g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
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g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
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g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
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// input layout
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D3D10_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT , 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR" , 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
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@ -226,21 +250,29 @@ HRESULT InitDirect3DDevice()
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}
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g_pd3dDevice->IASetInputLayout(g_pVertexLayout);
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//
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D3D10_BUFFER_DESC bd;
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D3D10_SUBRESOURCE_DATA initData;
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// vertex buffer
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SimpleVertex vertices[] = {
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D3DXVECTOR3( 0.0f, 0.5f, 0.5f),
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D3DXVECTOR3( 0.5f, -0.5f, 0.5f),
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D3DXVECTOR3(-0.5f, -0.5f, 0.5f),
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{ D3DXVECTOR3(-1.0f, 1.0f, -1.0f), D3DXVECTOR4(0.0f, 0.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f), D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR4(0.0f, 1.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, 1.0f), D3DXVECTOR4(1.0f, 0.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, -1.0f), D3DXVECTOR4(1.0f, 0.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f), D3DXVECTOR4(1.0f, 1.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f), D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, 1.0f), D3DXVECTOR4(0.0f, 0.0f, 0.0f, 1.0f) },
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};
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D3D10_BUFFER_DESC bd;
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.ByteWidth = (sizeof (SimpleVertex)) * 3;
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bd.ByteWidth = (sizeof (SimpleVertex)) * 8;
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bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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D3D10_SUBRESOURCE_DATA InitData;
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InitData.pSysMem = vertices;
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hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
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initData.pSysMem = vertices;
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hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffer);
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if (FAILED(hr)) {
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print("CreateBuffer\n");
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return hr;
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@ -249,21 +281,80 @@ HRESULT InitDirect3DDevice()
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UINT offset = 0;
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g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
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// index buffer
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DWORD indices[] = {
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3,1,0,
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2,1,3,
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0,5,4,
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1,5,0,
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3,4,7,
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0,4,3,
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1,6,5,
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2,6,1,
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2,7,6,
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3,7,2,
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6,4,5,
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7,4,6,
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};
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.ByteWidth = (sizeof (DWORD)) * 36;
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bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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initData.pSysMem = indices;
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hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pIndexBuffer);
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if (FAILED(hr))
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return hr;
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g_pd3dDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
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g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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// transform matrices
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D3DXMatrixIdentity(&g_World);
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D3DXVECTOR3 Eye(0.0f, 2.0f, -5.0f);
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D3DXVECTOR3 At(0.0f, 1.0f, 0.0f);
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D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
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D3DXMatrixLookAtLH(&g_View, &Eye, &At, &Up);
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float fFov = (float)D3DX_PI * 0.5f;
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float fAspect = width / (float)height;
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float fNear = 0.1f;
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float fFar = 100.0f;
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D3DXMatrixPerspectiveFovLH(&g_Projection,
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fFov,
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fAspect,
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fNear,
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fFar);
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return S_OK;
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}
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void Render()
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{
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static float t = 0.0f;
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t += (float)D3DX_PI * 0.0125f;
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D3DXMatrixRotationY(&g_World, t);
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float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
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g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
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g_pWorldVariable->SetMatrix((float *)&g_World);
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g_pViewVariable->SetMatrix((float *)&g_View);
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g_pProjectionVariable->SetMatrix((float *)&g_Projection);
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D3D10_TECHNIQUE_DESC techDesc;
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g_pTechnique->GetDesc( &techDesc );
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for(UINT p = 0; p < techDesc.Passes; p++) {
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g_pTechnique->GetPassByIndex(p)->Apply(0);
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g_pd3dDevice->Draw(3, 0);
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//g_pd3dDevice->Draw(3, 0);
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g_pd3dDevice->DrawIndexed(36, 0, 0);
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}
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g_pSwapChain->Present(0, 0);
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23
main.fx
23
main.fx
@ -1,11 +1,26 @@
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float4 VS(float4 Pos : POSITION) : SV_POSITION
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matrix World;
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matrix View;
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matrix Projection;
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struct VS_OUTPUT
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{
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return Pos;
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float4 Pos: SV_POSITION;
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float4 Color : COLOR0;
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};
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VS_OUTPUT VS(float4 Pos : POSITION, float4 Color : COLOR)
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{
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VS_OUTPUT output = (VS_OUTPUT)0;
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output.Pos = mul(Pos, World);
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output.Pos = mul(output.Pos, View);
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output.Pos = mul(output.Pos, Projection);
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output.Color = Color;
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return output;
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}
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float4 PS(float4 Pos : SV_POSITION) : SV_Target
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float4 PS(VS_OUTPUT input) : SV_Target
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{
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return float4(1.0f, 1.0f, 0.0f, 1.0f);
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return input.Color;
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}
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technique10 Render
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