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261 lines
6.3 KiB
261 lines
6.3 KiB
10 years ago
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#include "pch.h"
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#include "CubeRenderer.h"
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
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CubeRenderer::CubeRenderer() :
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m_loadingComplete(false),
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m_indexCount(0)
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{
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}
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void CubeRenderer::CreateDeviceResources()
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{
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Direct3DBase::CreateDeviceResources();
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auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
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auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
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auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
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DX::ThrowIfFailed(
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m_d3dDevice->CreateVertexShader(
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fileData->Data,
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fileData->Length,
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nullptr,
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&m_vertexShader
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)
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);
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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DX::ThrowIfFailed(
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m_d3dDevice->CreateInputLayout(
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vertexDesc,
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ARRAYSIZE(vertexDesc),
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fileData->Data,
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fileData->Length,
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&m_inputLayout
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)
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);
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});
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auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) {
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DX::ThrowIfFailed(
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m_d3dDevice->CreatePixelShader(
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fileData->Data,
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fileData->Length,
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nullptr,
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&m_pixelShader
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)
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);
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CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateBuffer(
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&constantBufferDesc,
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nullptr,
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&m_constantBuffer
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)
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);
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});
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auto createCubeTask = (createPSTask && createVSTask).then([this] () {
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VertexPositionColor cubeVertices[] =
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{
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{XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
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{XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
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{XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
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{XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
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{XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
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{XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
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{XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
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{XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
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};
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
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vertexBufferData.pSysMem = cubeVertices;
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vertexBufferData.SysMemPitch = 0;
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vertexBufferData.SysMemSlicePitch = 0;
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CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateBuffer(
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&vertexBufferDesc,
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&vertexBufferData,
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&m_vertexBuffer
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)
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);
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unsigned short cubeIndices[] =
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{
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0,2,1, // -x
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1,2,3,
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4,5,6, // +x
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5,7,6,
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0,1,5, // -y
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0,5,4,
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2,6,7, // +y
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2,7,3,
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0,4,6, // -z
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0,6,2,
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1,3,7, // +z
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1,7,5,
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};
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m_indexCount = ARRAYSIZE(cubeIndices);
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D3D11_SUBRESOURCE_DATA indexBufferData = {0};
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indexBufferData.pSysMem = cubeIndices;
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indexBufferData.SysMemPitch = 0;
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indexBufferData.SysMemSlicePitch = 0;
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CD3D11_BUFFER_DESC indexBufferDesc(sizeof(cubeIndices), D3D11_BIND_INDEX_BUFFER);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateBuffer(
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&indexBufferDesc,
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&indexBufferData,
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&m_indexBuffer
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)
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);
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});
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createCubeTask.then([this] () {
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m_loadingComplete = true;
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});
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}
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void CubeRenderer::CreateWindowSizeDependentResources()
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{
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Direct3DBase::CreateWindowSizeDependentResources();
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float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
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float fovAngleY = 70.0f * XM_PI / 180.0f;
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if (aspectRatio < 1.0f)
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{
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fovAngleY /= aspectRatio;
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}
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// Note that the m_orientationTransform3D matrix is post-multiplied here
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// in order to correctly orient the scene to match the display orientation.
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// This post-multiplication step is required for any draw calls that are
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// made to the swap chain render target. For draw calls to other targets,
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// this transform should not be applied.
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XMStoreFloat4x4(
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&m_constantBufferData.projection,
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XMMatrixTranspose(
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XMMatrixMultiply(
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XMMatrixPerspectiveFovRH(
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fovAngleY,
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aspectRatio,
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0.01f,
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100.0f
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),
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XMLoadFloat4x4(&m_orientationTransform3D)
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)
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)
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);
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}
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void CubeRenderer::Update(float timeTotal, float timeDelta)
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{
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(void) timeDelta; // Unused parameter.
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XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f);
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XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f);
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XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
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XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));
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XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
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}
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void CubeRenderer::Render()
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{
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const float midnightBlue[] = { 0.098f, 0.098f, 0.439f, 1.000f };
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m_d3dContext->ClearRenderTargetView(
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m_renderTargetView.Get(),
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midnightBlue
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);
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m_d3dContext->ClearDepthStencilView(
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m_depthStencilView.Get(),
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D3D11_CLEAR_DEPTH,
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1.0f,
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0
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);
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// Only draw the cube once it is loaded (loading is asynchronous).
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if (!m_loadingComplete)
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{
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return;
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}
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m_d3dContext->OMSetRenderTargets(
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1,
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m_renderTargetView.GetAddressOf(),
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m_depthStencilView.Get()
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);
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m_d3dContext->UpdateSubresource(
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m_constantBuffer.Get(),
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0,
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NULL,
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&m_constantBufferData,
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0,
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0
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);
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UINT stride = sizeof(VertexPositionColor);
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UINT offset = 0;
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m_d3dContext->IASetVertexBuffers(
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0,
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1,
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m_vertexBuffer.GetAddressOf(),
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&stride,
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&offset
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);
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m_d3dContext->IASetIndexBuffer(
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m_indexBuffer.Get(),
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DXGI_FORMAT_R16_UINT,
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0
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);
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m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_d3dContext->IASetInputLayout(m_inputLayout.Get());
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m_d3dContext->VSSetShader(
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m_vertexShader.Get(),
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nullptr,
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0
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);
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m_d3dContext->VSSetConstantBuffers(
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0,
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1,
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m_constantBuffer.GetAddressOf()
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);
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m_d3dContext->PSSetShader(
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m_pixelShader.Get(),
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nullptr,
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0
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);
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m_d3dContext->DrawIndexed(
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m_indexCount,
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0,
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0
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);
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}
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