#define _WIN32_WINNT 0x0501 #include #include #include #include #include "gltf.hpp" #include "skin.hpp" HINSTANCE g_hInstance = NULL; HWND g_hWnd = NULL; ID3D10Device * g_pd3dDevice = NULL; IDXGISwapChain * g_pSwapChain = NULL; ID3D10Texture2D * g_pDepthStencil = NULL; ID3D10RenderTargetView * g_pRenderTargetView = NULL; ID3D10DepthStencilView * g_pDepthStencilView = NULL; ID3D10Effect * g_pEffect = NULL; ID3D10EffectTechnique * g_pTechniqueRender = NULL; ID3D10EffectTechnique * g_pTechniqueRenderLight = NULL; ID3D10InputLayout * g_pVertexLayout = NULL; //ID3D10Buffer * g_pVertexBuffer = NULL; ID3D10Buffer * g_pIndexBuffer = NULL; ID3D10Texture2D * g_pTexture = NULL; ID3D10ShaderResourceView * g_pTextureShaderResourceView = NULL; ID3D10EffectMatrixVariable * g_pWorldVariable = NULL; ID3D10EffectMatrixVariable * g_pViewVariable = NULL; ID3D10EffectMatrixVariable * g_pProjectionVariable = NULL; ID3D10EffectMatrixVariable * g_pJointVariable = NULL; ID3D10EffectVectorVariable * g_pLightDirVariable = NULL; ID3D10EffectVectorVariable * g_pLightColorVariable = NULL; ID3D10EffectVectorVariable * g_pOutputColorVariable = NULL; ID3D10EffectShaderResourceVariable * g_pDiffuseVariable = NULL; D3DXMATRIX g_World1; D3DXMATRIX g_World2; D3DXMATRIX g_View; D3DXMATRIX g_Projection; HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow); LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); HRESULT InitDirect3DDevice(); void Render(); BOOL Resize(); struct WindowSize { UINT Width; UINT Height; }; WindowSize g_ViewportSize; void print(LPCSTR fmt, ...) { va_list args; va_start(args, fmt); char buf[512]; STRSAFE_LPSTR end; StringCbVPrintfExA(buf, (sizeof (buf)), &end, NULL, STRSAFE_NULL_ON_FAILURE, fmt, args); va_end(args); size_t length = end - &buf[0]; #ifdef _DEBUG OutputDebugStringA(buf); #endif //HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE); //WriteConsoleA(hOutput, buf, (DWORD)length, NULL, NULL); } int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) { //FreeConsole(); //AllocConsole(); //AttachConsole(GetCurrentProcessId()); if (FAILED(InitWindow(hInstance, nCmdShow))) { print("InitWindow\n"); return 0; } if (FAILED(InitDirect3DDevice())) { print("InitDirect3DDevice\n"); return 0; } MSG msg = {}; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { if (Resize()) Render(); } } return 0; } HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow) { g_hInstance = hInstance; // window class WNDCLASSEX wcex = {}; wcex.cbSize = (sizeof (WNDCLASSEX)); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.hInstance = hInstance; wcex.lpszClassName = L"d3d10wc"; if (!RegisterClassEx(&wcex)) return E_FAIL; // create window RECT rc = { 0, 0, 320, 240 }; AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; g_hWnd = CreateWindow(L"d3d10wc", L"d3d10", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL); if(!g_hWnd) return E_FAIL; ShowWindow(g_hWnd, nCmdShow); return S_OK; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { PAINTSTRUCT ps; HDC hdc; switch(message) { case WM_PAINT: hdc = BeginPaint(hWnd, &ps); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } HRESULT InitDirect3DViews() { HRESULT hr; // back buffer ID3D10Texture2D * pBackBuffer; hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBackBuffer); if (FAILED(hr)) { print("g_pSwapChain->GetBuffer\n"); return hr; } D3D10_TEXTURE2D_DESC backBufferSurfaceDesc; pBackBuffer->GetDesc(&backBufferSurfaceDesc); hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView); pBackBuffer->Release(); if (FAILED(hr)) { print("g_pSwapChain->CreateRenderTargetView\n"); return hr; } // depth buffer D3D10_TEXTURE2D_DESC descDepth; descDepth.Width = backBufferSurfaceDesc.Width; descDepth.Height = backBufferSurfaceDesc.Height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D32_FLOAT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D10_USAGE_DEFAULT; descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil); if (FAILED(hr)) return hr; D3D10_DEPTH_STENCIL_VIEW_DESC descDSV; descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView); if (FAILED(hr)) return hr; g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView); // viewport D3D10_VIEWPORT vp; vp.Width = backBufferSurfaceDesc.Width; vp.Height = backBufferSurfaceDesc.Height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pd3dDevice->RSSetViewports(1, &vp); g_ViewportSize.Width = backBufferSurfaceDesc.Width; g_ViewportSize.Height = backBufferSurfaceDesc.Height; return true; } HRESULT InitDirect3DDevice() { RECT rc; GetClientRect(g_hWnd, &rc); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; DXGI_SWAP_CHAIN_DESC sd = {}; sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; D3D10_DRIVER_TYPE driverTypes[] = { D3D10_DRIVER_TYPE_HARDWARE, D3D10_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = (sizeof (driverTypes)) / (sizeof (driverTypes[0])); HRESULT hr; D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_NULL; for (UINT i = 0; i < numDriverTypes; i++) { driverType = driverTypes[i]; hr = D3D10CreateDeviceAndSwapChain(NULL, driverType, NULL, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); if (SUCCEEDED(hr)) break; } if (FAILED(hr)) { print("D3D10CreateDeviceAndSwapChain\n"); return hr; } ////////////////////////////////////////////////////////////////////// // rasterizer state ////////////////////////////////////////////////////////////////////// D3D10_RASTERIZER_DESC RSDesc; RSDesc.FillMode = D3D10_FILL_SOLID; //RSDesc.CullMode = D3D10_CULL_BACK; RSDesc.CullMode = D3D10_CULL_NONE; RSDesc.FrontCounterClockwise = FALSE; RSDesc.DepthBias = 0; RSDesc.SlopeScaledDepthBias = 0.0f; RSDesc.DepthBiasClamp= 0; RSDesc.DepthClipEnable = TRUE; RSDesc.ScissorEnable = FALSE; RSDesc.AntialiasedLineEnable = FALSE; RSDesc.MultisampleEnable = FALSE; ID3D10RasterizerState* pRState = NULL; hr = g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState); if (FAILED(hr)) return hr; g_pd3dDevice->RSSetState(pRState); // InitDirect3DViews(); // texture HRSRC hSeafloorRes = FindResource(NULL, L"RES_SEAFLOOR", RT_RCDATA); if (hSeafloorRes == NULL) { print("FindResource\n"); return -1; } DWORD dwSeafloorResSize = SizeofResource(NULL, hSeafloorRes); HGLOBAL hSeafloorData = LoadResource(NULL, hSeafloorRes); D3D10_SUBRESOURCE_DATA initSeafloorData; initSeafloorData.pSysMem = LockResource(hSeafloorData); initSeafloorData.SysMemPitch = 256 * 4; D3D10_TEXTURE2D_DESC descTexture; descTexture.Width = 256; descTexture.Height = 256; descTexture.MipLevels = 1; descTexture.ArraySize = 1; descTexture.Format = DXGI_FORMAT_R8G8B8A8_UNORM; descTexture.SampleDesc.Count = 1; descTexture.SampleDesc.Quality = 0; descTexture.Usage = D3D10_USAGE_DEFAULT; descTexture.BindFlags = D3D10_BIND_SHADER_RESOURCE; descTexture.CPUAccessFlags = 0; descTexture.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D(&descTexture, &initSeafloorData, &g_pTexture); if (FAILED(hr)) return hr; D3D10_SHADER_RESOURCE_VIEW_DESC descSRV; descSRV.Format = descTexture.Format; descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; descSRV.Texture2D.MostDetailedMip = 0; descSRV.Texture2D.MipLevels = 1; hr = g_pd3dDevice->CreateShaderResourceView(g_pTexture, &descSRV, &g_pTextureShaderResourceView); if (FAILED(hr)) return hr; // effect HRSRC hRes = FindResource(NULL, L"RES_MAIN_FXO", RT_RCDATA); if (hRes == NULL) { print("FindResource\n"); return -1; } DWORD dwResSize = SizeofResource(NULL, hRes); HGLOBAL hData = LoadResource(NULL, hRes); void * pData = LockResource(hData); hr = D3D10CreateEffectFromMemory(pData, dwResSize, 0, g_pd3dDevice, NULL, &g_pEffect ); if (FAILED(hr)) { print("D3D10CreateEffectFromMemory\n"); return hr; } g_pTechniqueRender = g_pEffect->GetTechniqueByName("Render"); g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName("RenderLight"); // variables g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix(); g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix(); g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix(); g_pJointVariable = g_pEffect->GetVariableByName("mJoint")->AsMatrix(); g_pLightDirVariable = g_pEffect->GetVariableByName("vLightDir")->AsVector(); g_pLightColorVariable = g_pEffect->GetVariableByName("vLightColor")->AsVector(); g_pOutputColorVariable = g_pEffect->GetVariableByName("vOutputColor")->AsVector(); g_pDiffuseVariable = g_pEffect->GetVariableByName("txDiffuse")->AsShaderResource(); // input layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, //{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, //{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, }; UINT numElements = (sizeof (layout)) / (sizeof (layout[0])); D3D10_PASS_DESC passDesc; g_pTechniqueRender->GetPassByIndex(0)->GetDesc(&passDesc); hr = g_pd3dDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &g_pVertexLayout); if (FAILED(hr)) { print("CreateInputLayout\n"); return hr; } g_pd3dDevice->IASetInputLayout(g_pVertexLayout); // D3D10_BUFFER_DESC bd; D3D10_SUBRESOURCE_DATA initData; ////////////////////////////////////////////////////////////////////// // vertex buffers ////////////////////////////////////////////////////////////////////// #define MESH mesh_0 ID3D10Buffer * pVertexBuffers[3]; // position bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = MESH.position_size; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; initData.pSysMem = MESH.position; hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pVertexBuffers[0]); if (FAILED(hr)) { print("CreateBuffer\n"); return hr; } // weights bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = MESH.weights_0_size; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; initData.pSysMem = MESH.weights_0; hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pVertexBuffers[1]); if (FAILED(hr)) { print("CreateBuffer\n"); return hr; } // joints bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = MESH.joints_0_size; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; initData.pSysMem = MESH.joints_0; hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pVertexBuffers[2]); if (FAILED(hr)) { print("CreateBuffer\n"); return hr; } UINT stride[] = { (sizeof (MESH.position[0])), (sizeof (MESH.weights_0[0])), (sizeof (MESH.joints_0[0])), }; UINT offset[] = { 0, 0, 0 }; g_pd3dDevice->IASetVertexBuffers(0, 3, pVertexBuffers, stride, offset); ////////////////////////////////////////////////////////////////////// // index buffer ////////////////////////////////////////////////////////////////////// bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = MESH.indices_size; //bd.ByteWidth = (sizeof (DWORD)) * indices_length; bd.BindFlags = D3D10_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; initData.pSysMem = MESH.indices; //initData.pSysMem = indices; hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pIndexBuffer); if (FAILED(hr)) return hr; g_pd3dDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0); g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ////////////////////////////////////////////////////////////////////// // transform matrices ////////////////////////////////////////////////////////////////////// D3DXMatrixIdentity(&g_World1); D3DXMatrixIdentity(&g_World2); D3DXVECTOR3 Eye(0.0f, 0.0f, -3.0f); D3DXVECTOR3 At(0.0f, 0.0f, 0.0f); D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&g_View, &Eye, &At, &Up); float fFov = (float)D3DX_PI * 0.5f; float fAspect = width / (float)height; float fNear = 0.1f; float fFar = 100.0f; D3DXMatrixPerspectiveFovLH(&g_Projection, fFov, fAspect, fNear, fFar); return S_OK; } BOOL Resize() { RECT rc; GetClientRect(g_hWnd, &rc); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; if (width == 0 || height == 0) return false; // no need to resize if the client area is equal to the current buffer area if (width == g_ViewportSize.Width && height == g_ViewportSize.Height) return true; //g_pd3dDevice->OMSetRenderTargets(1, NULL, NULL); g_pRenderTargetView->Release(); g_pDepthStencil->Release(); g_pDepthStencilView->Release(); g_pSwapChain->ResizeBuffers(1, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, 0); InitDirect3DViews(); float fFov = (float)D3DX_PI * 0.5f; float fAspect = width / (float)height; float fNear = 0.1f; float fFar = 100.0f; D3DXMatrixPerspectiveFovLH(&g_Projection, fFov, fAspect, fNear, fFar); return true; } /* void Animate(float t) { const float * frames = accessor_2; const int frames_length = accessor_2_length; while (t >= frames[frames_length - 1]) { t -= frames[frames_length - 1]; } // find frame int prev_ix = -1; for (int i = 0; i < frames_length - 1; i++) { if (frames[i] <= t && frames[i+1] >= t) { prev_ix = i; break; } } if (prev_ix == -1) return; int next_ix = prev_ix + 1; if (next_ix >= frames_length) return; float lerp = (t - frames[prev_ix]) / (frames[next_ix] - frames[prev_ix]); print("%f prev %d next %d lerp %f\n", t, prev_ix, next_ix, lerp); const D3DXQUATERNION * animation = (D3DXQUATERNION *)accessor_3; D3DXQUATERNION rotation; D3DXQuaternionSlerp(&rotation, &animation[prev_ix], &animation[next_ix], lerp); D3DXMatrixRotationQuaternion(&g_World1, &rotation); } */ static inline void MatrixTRS(D3DXMATRIX * transform, const D3DXVECTOR3 * translation, const D3DXQUATERNION * rotation, const D3DXVECTOR3 * scaling) { D3DXMATRIX mTranslation; D3DXMatrixTranslation(&mTranslation, translation->x, translation->y, translation->z); D3DXMATRIX mRotation; D3DXMatrixRotationQuaternion(&mRotation, rotation); D3DXMATRIX mScaling; D3DXMatrixScaling(&mScaling, scaling->x, scaling->y, scaling->z); D3DXMatrixMultiply(transform, &mRotation, &mTranslation); D3DXMatrixMultiply(transform, transform, &mScaling); } static inline float fract(float f) { return f - floor(f); } static inline float loop(float f, float n) { return fract(f / n) * n; } static inline int FindFrame(const float * frames, int length, float t) { for (int i = 0; i < length - 1; i++) { if (frames[i] <= t && frames[i+1] >= t) { return i; } } return 0; } static inline float Lerp(const float * frames, float t, int frame_ix) { return (t - frames[frame_ix]) / (frames[frame_ix + 1] - frames[frame_ix]); } D3DXMATRIX mJoints[2]; void Animate(float t) { t = loop(t, 5.5); // animation_0__sampler_0 const AnimationSampler * sampler = &animation_0__sampler_0; const float * input = sampler->input; const D3DXQUATERNION * output = (D3DXQUATERNION *)sampler->output; int frame_ix = FindFrame(sampler->input, sampler->length, t); float lerp = Lerp(sampler->input, t, frame_ix); D3DXQUATERNION rotation; D3DXQuaternionSlerp(&rotation, &output[frame_ix], &output[frame_ix+1], lerp); // joint 1 const Skin * skin = &skin_0; const Node * node = skin->joints[1]; // T * R * S D3DXMATRIX global_transform; MatrixTRS(&global_transform, &node->translation, &rotation, &node->scale); D3DXMatrixIdentity(&mJoints[0]); D3DXMatrixIdentity(&mJoints[1]); const D3DXMATRIX * inverse_bind_matrix = &skin->inverse_bind_matrices[1]; //D3DXMatrixMultiply(&mJoints[1], &global_transform, inverse_bind_matrix); //D3DXMatrixIdentity(&mJoints[1]); //g_World1 = global_transform; D3DXMatrixMultiply(&mJoints[1], inverse_bind_matrix, &global_transform); //mJoints[1] = global_transform; //g_World1 = *inverse_bind_matrix; } void Render() { static float t = 0.0f; #ifdef _DEBUG t += (float)D3DX_PI * 0.0125f * 0.5; #else static DWORD dwTimeStart = 0; DWORD dwTimeCur = GetTickCount(); if (dwTimeStart == 0) dwTimeStart = dwTimeCur; t = (dwTimeCur - dwTimeStart) / 1000.0f; #endif Animate(t); // first cube //D3DXMatrixRotationZ(&g_World1, t); // lights D3DXVECTOR4 vLightDirs[2] = { D3DXVECTOR4(-0.577f, 0.577f, -0.577f, 1.0f), D3DXVECTOR4(0.0f, 0.0f, -1.0f, 1.0f), }; D3DXVECTOR4 vLightColors[2] = { D3DXVECTOR4(0.0f, 0.5f, 0.5f, 1.0f), D3DXVECTOR4(0.5f, 0.0f, 0.0f, 1.0f) }; // rotate the second light around the origin D3DXMATRIX mRotate; D3DXVECTOR4 vOutDir; D3DXMatrixRotationY(&mRotate, -2.0f * t); D3DXVec3Transform(&vLightDirs[1], (D3DXVECTOR3 *)&vLightDirs[1], &mRotate); D3DXMatrixRotationY(&mRotate, 0.4f * t); D3DXVec3Transform(&vLightDirs[0], (D3DXVECTOR3 *)&vLightDirs[0], &mRotate); // clear float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f }; g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor); g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0); // matrices g_pViewVariable->SetMatrix((float *)&g_View); g_pProjectionVariable->SetMatrix((float *)&g_Projection); g_pWorldVariable->SetMatrix((float *)&g_World1); g_pDiffuseVariable->SetResource(g_pTextureShaderResourceView); g_pJointVariable->SetMatrixArray((float *)mJoints, 0, 2); // color g_pOutputColorVariable->SetFloatVector((float *)&vLightColors[0]); // lights g_pLightDirVariable->SetFloatVectorArray((float *)vLightDirs, 0, 2); g_pLightColorVariable->SetFloatVectorArray((float *)vLightColors, 0, 2); // render first cube D3D10_TECHNIQUE_DESC techDesc; g_pTechniqueRender->GetDesc(&techDesc); for (UINT p = 0; p < techDesc.Passes; p++) { g_pTechniqueRender->GetPassByIndex(p)->Apply(0); g_pd3dDevice->DrawIndexed(accessor_0_length, 0, 0); } // render the lights /* for (int m = 0; m < 2; m++) { D3DXMATRIX mLight; D3DXMATRIX mLightScale; D3DXVECTOR3 vLightPos = vLightDirs[m] * 4.0f; D3DXMatrixTranslation( &mLight, vLightPos.x, vLightPos.y, vLightPos.z ); D3DXMatrixScaling( &mLightScale, 0.2f, 0.2f, 0.2f ); mLight = mLightScale * mLight; g_pWorldVariable->SetMatrix((float *)&mLight); g_pOutputColorVariable->SetFloatVector((float *)&vLightColors[m]); g_pTechniqueRenderLight->GetDesc( &techDesc ); for (UINT p = 0; p < techDesc.Passes; p++) { g_pTechniqueRenderLight->GetPassByIndex(p)->Apply(0); g_pd3dDevice->DrawIndexed(indices_length, 0, 0); } } */ // present g_pSwapChain->Present(0, 0); }