22 virtual void Destroy();
23 virtual void Render();
24 virtual void Update(
float fTime,
float fRunTime);
34 void ShowAllObjects(
bool show);
37 void RenderToTextureWithGlobalMaterial(
raRenderScreen& renderScreen,LPCSTR techniqueName =
"");
39 void RenderToLightMap();
47 m_Light.SetProjParams(fFOV, fAspect, fNearPlane, fFarPlane);
55 m_Lights[no]->m_Position =
raVector3(x, y, z);
60 m_Lights[no]->m_Direction =
raVector3(x, y, z);
65 m_Lights[no]->m_AmbientColor =
COLOR_XRGB(x, y, z);
70 m_Lights[no]->m_DiffuseColor =
COLOR_XRGB(x, y, z);
74 void CreateCubeMapMatrices();
75 void SetViewport(D3D11_VIEWPORT* pOldVP, UINT width, UINT height);
76 void RenderToTexture(ID3D11RenderTargetView* pRTView, ID3D11DepthStencilView* pDSView,
77 UINT width, UINT height);
78 void RenderToTexture(ID3D11RenderTargetView* pRTView, ID3D11DepthStencilView* pDSView = NULL);
79 void RenderToCubeMap(ID3D11RenderTargetView* pRTView, ID3D11DepthStencilView* pDSView,
80 UINT width, UINT height,
raMatrix& worldCenter);
82 void RenderToTextureWithGlobalMaterial( ID3D11RenderTargetView* pRTView, ID3D11DepthStencilView* pDSView,
83 UINT width, UINT height,
84 LPCSTR techniqueName =
"");
85 void RenderToLightMap(ID3D11RenderTargetView* pRTView,
86 ID3D11DepthStencilView* pDSView,
87 UINT width, UINT height);
93 std::vector<raRender*> m_Visuals;
95 static const int numLights = 5;
void SetLightPosition(int no, float x, float y, float z)
void SetLightProjParams(float fFOV, float fAspect, float fNearPlane, float fFarPlane)
void SetLightDirection(int no, float x, float y, float z)
void SetCamera(raSmartPointer< raCamera > pCamera)
void RotateObjectY(LPCSTR objectName, float angle)
#define COLOR_XRGB(r, g, b)
raVector3 GetLightPosition()
void SetLightAmbientColor(int no, float x, float y, float z)
interface ID3DX11Effect ID3DX11Effect
void TranslateObject(LPCSTR objectName, float x, float y, float z)
void SetLightAmbientColor(const raColor &Amb)
void SetLightDirection(const raVector3 &Dir)
void SetLightDiffuseColor(int no, float x, float y, float z)
void SetLightDiffuseColor(const raColor &Dif)
void SetLightPosition(const raVector3 &Pos)