28 void DropShadowRenderer::AddInstance(
Vector3& worldPos,
Vector3& renderPos,
float size);
30 uint32_t GetInstanceCount(){
return m_instanceCount;}
31 uint32_t GetMaxInstanceCount(){
return g_maxInstanceCount;}
33 void InitDeviceObjects();
34 void InvalidateDeviceObjects();
35 void DeleteDeviceObjects();
39 static const uint32_t g_maxInstancePerBatch = 70;
40 static const uint32_t g_maxInstanceCount = 100;
42 IDirect3DVertexBuffer9* m_pGeometryBuffer;
43 IDirect3DIndexBuffer9* m_pIndexBuffer;
45 uint16_t m_instanceVertexCount;
46 uint16_t m_instanceIndexCount;
48 uint16_t m_totalVertexCount;
49 uint16_t m_totalIndexCount;
51 uint16_t m_instanceCount;
53 std::vector<float> m_constantBuffer;
55 void CreateCylinder(
float height,
float radius,
int tesselationFactor,
Vector3* pVertices,uint16_t* pIndices);
57 void DrawAllBatch(IDirect3DDevice9* pDevice);
Definition: DropShadowRenderer.h:10
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
Definition: DropShadowRenderer.h:20