D3D11中的绘制

两种绘制方式:

 

1、 使用顶点缓存进行绘制

(1) 创建顶点缓存

  a) 声明一个描述顶点数据的结构

  b) 使用实际的顶点数据填充顶点结构数组

  c) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND_VERTEX_BUFFER, ByteWidth成员赋值为顶点对象数组      的实际大小。

  d) 创建一个D3D11_SUBRESOURCE_DATA对象(a subresource data description),将其pSysMem成员赋值为第二步中创建的资源数据对象的指针。

  e) 调用ID3D11Device::CreateBuffer创建顶点缓存,第1个参数传入创建的D3D11_BUFFER_DESC对象,第2个参数为创建的D3D11_SUBRESOURCE_DATA对象,第3个参数返回生成的ID3D11Buffer定点缓存对象的指针。 

(2) 设置顶点缓存

调用ID3D10Device::IASetVertexBuffers()方法设置顶点缓存

(3) 设置图元拓扑结构

调用ID3D11DeviceContext::IASetVertexBuffers()方法设置图元拓扑。

(4) 使用顶点缓存进行绘制

调用ID3D11DeviceContext::Draw()方法绘制 顶点缓存

(5) 资源回收

         调用ID3D11Buffer::Release()方法释放定点缓存资源。

注:之前还需要先创建好VS和PS以及Input Layout。D3D11的绘制过程,VS和PS是必须要有的。

2、使用索引缓存进行绘制

(1) 创建并设置顶点缓存

(2) 创建索引缓存

  a) 创建索引信息(一般是用一个数组记录顶点索引信息)

  b) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND_INDEX_BUFFER, ByteWidth成员赋值为索引数组的实际大小

  c) 创建一个D3D11_SUBRESOURCE_DATA对象(a subresource data description),将其pSysMem成员赋值为第二步中创建的索引结构对象的指针

  d) 调用ID3D11Device::CreateBuffer创建索引缓存,第1个参数传入创建的D3D11_BUFFER_DESC对象,第2个参数为创建的D3D11_SUBRESOURCE_DATA对象,第3个参数返回生成的ID3D11Buffer索引缓存对象的指针

(3) 调用ID3D10Device::IASetIndexBuffer()方法设置顶点索引缓存。

(4) 使用顶点索引缓存进行绘制

调用ID3D11DeviceContext::DrawIndexed()方法绘制图元。

注:之前还需要先创建好VS和PS以及Input Layout。D3D11的绘制过程,VS和PS是必须要有的。

D3D11中的绘制D3D11中的绘制创建顶点缓存示例代码

1 /*
2 **创建顶点缓存示例代码
3  */
4 ID3D11Buffer* g_pVertexBuffer;
5
6  // Define the data-type that
7  // describes a vertex.
8  struct SimpleVertexCombined
9 {
10 D3DXVECTOR3 Pos;
11 D3DXVECTOR3 Col;
12 };
13
14  // Supply the actual vertex data.
15  SimpleVertexCombined verticesCombo[] =
16 {
17 D3DXVECTOR3( 0.0f, 0.5f, 0.5f ),
18 D3DXVECTOR3( 0.0f, 0.0f, 0.5f ),
19 D3DXVECTOR3( 0.5f, -0.5f, 0.5f ),
20 D3DXVECTOR3( 0.5f, 0.0f, 0.0f ),
21 D3DXVECTOR3( -0.5f, -0.5f, 0.5f ),
22 D3DXVECTOR3( 0.0f, 0.5f, 0.0f ),
23 };
24
25  // Fill in a buffer description.
26  D3D11_BUFFER_DESC bufferDesc;
27 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
28 bufferDesc.ByteWidth = sizeof( SimpleVertexCombined ) * 3;
29 bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
30 bufferDesc.CPUAccessFlags = 0;
31 bufferDesc.MiscFlags = 0;
32
33  // Fill in the subresource data.
34 D3D11_SUBRESOURCE_DATA InitData;
35 InitData.pSysMem = verticesCombo;
36 InitData.SysMemPitch = 0;
37 InitData.SysMemSlicePitch = 0;
38
39 // Create the vertex buffer.
40 hr = g_pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &g_pVertexBuffer );
D3D11中的绘制D3D11中的绘制创建索引缓存示例代码

1 /*
2 **创建索引缓存示例代码
3 */
4 ID3D11Buffer *g_pIndexBuffer = NULL;
5
6 // Create indices.
7 unsigned int indices[] = { 0, 1, 2 };
8
9 // Fill in a buffer description.
10 D3D11_BUFFER_DESC bufferDesc;
11 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
12 bufferDesc.ByteWidth = sizeof( unsigned int ) * 3;
13 bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
14 bufferDesc.CPUAccessFlags = 0;
15 bufferDesc.MiscFlags = 0;
16
17 // Define the resource data.
18 D3D11_SUBRESOURCE_DATA InitData;
19 InitData.pSysMem = indices;
20 InitData.SysMemPitch = 0;
21 InitData.SysMemSlicePitch = 0;
22
23 // Create the buffer with the device.
24 hr = g_pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &g_pIndexBuffer );
25 if( FAILED( hr ) )
26 return hr;
27
28 // Set the buffer.
29 g_pd3dContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );

使用索引缓存进行图元绘制的完整例子:

//--------------------------------------------------------------------------------------
// File: Tutorial04.cpp
//
// This application displays a 3D cube using Direct3D 11
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include "resource.h"


//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
    XMFLOAT3 Pos;
    XMFLOAT4 Color;
};


struct ConstantBuffer
{
	XMMATRIX mWorld;
	XMMATRIX mView;
	XMMATRIX mProjection;
};


//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE               g_hInst = NULL;
HWND                    g_hWnd = NULL;
D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*           g_pd3dDevice = NULL;
ID3D11DeviceContext*    g_pImmediateContext = NULL;
IDXGISwapChain*         g_pSwapChain = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL;
ID3D11VertexShader*     g_pVertexShader = NULL;
ID3D11PixelShader*      g_pPixelShader = NULL;
ID3D11InputLayout*      g_pVertexLayout = NULL;
ID3D11Buffer*           g_pVertexBuffer = NULL;
ID3D11Buffer*           g_pIndexBuffer = NULL;
ID3D11Buffer*           g_pConstantBuffer = NULL;
XMMATRIX                g_World;
XMMATRIX                g_View;
XMMATRIX                g_Projection;


//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();


//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    UNREFERENCED_PARAMETER( hPrevInstance );
    UNREFERENCED_PARAMETER( lpCmdLine );

    if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
        return 0;

    if( FAILED( InitDevice() ) )
    {
        CleanupDevice();
        return 0;
    }

    // Main message loop
    MSG msg = {0};
    while( WM_QUIT != msg.message )
    {
        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
            Render();
        }
    }

    CleanupDevice();

    return ( int )msg.wParam;
}


//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
    // Register class
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof( WNDCLASSEX );
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = WndProc;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = hInstance;
    wcex.hIcon = LoadIcon( hInstance, IDI_APPLICATION );
    wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
    wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = L"TutorialWindowClass";
    wcex.hIconSm = LoadIcon( wcex.hInstance, IDI_APPLICATION );
    if( !RegisterClassEx( &wcex ) )
        return E_FAIL;

    // Create window
    g_hInst = hInstance;
    RECT rc = { 0, 0, 640, 480 };
    AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
    g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 4: 3D Spaces", WS_OVERLAPPEDWINDOW,
                           CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
                           NULL );
    if( !g_hWnd )
        return E_FAIL;

    ShowWindow( g_hWnd, nCmdShow );

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DX11
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
    HRESULT hr = S_OK;

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif

    ID3DBlob* pErrorBlob;
    hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 
        dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
    if( FAILED(hr) )
    {
        if( pErrorBlob != NULL )
            OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
        if( pErrorBlob ) pErrorBlob->Release();
        return hr;
    }
    if( pErrorBlob ) pErrorBlob->Release();

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
	UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    DXGI_SWAP_CHAIN_DESC sd;
    ZeroMemory( &sd, sizeof( 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;

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
                                            D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = NULL;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
    if( FAILED( hr ) )
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    // Compile the vertex shader
    ID3DBlob* pVSBlob = NULL;
    hr = CompileShaderFromFile( L"Tutorial04.fx", "VS", "vs_4_0", &pVSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

	// Create the vertex shader
	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
	if( FAILED( hr ) )
	{	
		pVSBlob->Release();
        return hr;
	}

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};
	UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
                                          pVSBlob->GetBufferSize(), &g_pVertexLayout );
	pVSBlob->Release();
	if( FAILED( hr ) )
        return hr;

    // Set the input layout
    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

	// Compile the pixel shader
	ID3DBlob* pPSBlob = NULL;
    hr = CompileShaderFromFile( L"Tutorial04.fx", "PS", "ps_4_0", &pPSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

	// Create the pixel shader
	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
	pPSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Create vertex buffer
    SimpleVertex vertices[] =
    {
        { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },
    };
    D3D11_BUFFER_DESC bd;
	ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 8;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
	ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
    if( FAILED( hr ) )
        return hr;

    // Set vertex buffer
    UINT stride = sizeof( SimpleVertex );
    UINT offset = 0;
    g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

    // Create index buffer
    WORD indices[] =
    {
        3,1,0,
        2,1,3,

        0,5,4,
        1,5,0,

        3,4,7,
        0,4,3,

        1,6,5,
        2,6,1,

        2,7,6,
        3,7,2,

        6,4,5,
        7,4,6,
    };
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( WORD ) * 36;        // 36 vertices needed for 12 triangles in a triangle list
    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
    InitData.pSysMem = indices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
    if( FAILED( hr ) )
        return hr;

    // Set index buffer
    g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );

    // Set primitive topology
    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	//获取VS的常量表
	// Create the constant buffer
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(ConstantBuffer);
	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantBuffer );
    if( FAILED( hr ) )
        return hr;

    // Initialize the world matrix
	g_World = XMMatrixIdentity();

    // Initialize the view matrix
	XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );
	XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
	XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
	g_View = XMMatrixLookAtLH( Eye, At, Up );

    // Initialize the projection matrix
	g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
    if( g_pImmediateContext ) g_pImmediateContext->ClearState();

    if( g_pConstantBuffer ) g_pConstantBuffer->Release();
    if( g_pVertexBuffer ) g_pVertexBuffer->Release();
    if( g_pIndexBuffer ) g_pIndexBuffer->Release();
    if( g_pVertexLayout ) g_pVertexLayout->Release();
    if( g_pVertexShader ) g_pVertexShader->Release();
    if( g_pPixelShader ) g_pPixelShader->Release();
    if( g_pRenderTargetView ) g_pRenderTargetView->Release();
    if( g_pSwapChain ) g_pSwapChain->Release();
    if( g_pImmediateContext ) g_pImmediateContext->Release();
    if( g_pd3dDevice ) g_pd3dDevice->Release();
}


//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
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;
}


//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
    // Update our time
    static float t = 0.0f;
    if( g_driverType == D3D_DRIVER_TYPE_REFERENCE )
    {
        t += ( float )XM_PI * 0.0125f;
    }
    else
    {
        static DWORD dwTimeStart = 0;
        DWORD dwTimeCur = GetTickCount();
        if( dwTimeStart == 0 )
            dwTimeStart = dwTimeCur;
        t = ( dwTimeCur - dwTimeStart ) / 1000.0f;
    }

    //
    // Animate the cube
    //
	g_World = XMMatrixRotationY( t );

    //
    // Clear the back buffer
    //
    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
    g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );

    //
    // Update variables
    //
    ConstantBuffer cb;
	cb.mWorld = XMMatrixTranspose( g_World );
	cb.mView = XMMatrixTranspose( g_View );
	cb.mProjection = XMMatrixTranspose( g_Projection );
	g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, NULL, &cb, 0, 0 );

    //
    // Renders a triangle
    //
	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
	g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
	g_pImmediateContext->DrawIndexed( 36, 0, 0 );        // 36 vertices needed for 12 triangles in a triangle list

    //
    // Present our back buffer to our front buffer
    //
    g_pSwapChain->Present( 0, 0 );
}
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