Beispiel #1
0
bool DemoApp::Init()
{
	if (!DemoBase::Init())
		return false;

	m_pShadowMap = new ShadowMap(md3dDevice, mShadowMapSize, mShadowMapSize);
	m_pSkybox = new SkyBox( md3dDevice,  1000, 50, 50, "test");

	CreateLights();
	CreateShaders();
	CreateGeometry();
	CreateContantBuffers();
	CreateSamplerStates();
	CreateRenderStates();
	SetUpSceneConsts();

	return true;
}
HRESULT D3D11Object::Initialize( HWND &hWnd, ID3D11UnorderedAccessView** ppResultUAV )
{
	printf("Initializing DXObject...\n");

	HRESULT hr = S_OK;

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

	InitDeviceContext(static_cast<int>(HEIGHT), static_cast<int>(WIDTH), hWnd );
	m_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>(&m_pBackBufferTexture) );
	CreateBufferTexUAV( m_pBackBufferTexture, ppResultUAV );
	m_pDevice->CreateRenderTargetView( m_pBackBufferTexture, NULL, &m_pRenderTargetView );
	CreateViewport(width, height);
	CreateSamplerStates();

	return hr;
}
Beispiel #3
0
// ╔════════════════════════════════════════════════════════════════════════════════════╗
// ║ Constructor and Destructor.														║
// ╚════════════════════════════════════════════════════════════════════════════════════╝
Shader::Shader(ID3D11Device* p_device, HWND p_windowHandle) 
{
	// Set variables to initial values.
	m_matrixBuffer			= 0;
	m_lightSourceBuffer		= 0;
	m_lightBuffer			= 0;
	m_vertexShader			= 0;
	m_pixelShader			= 0;
	m_layout				= 0;
	m_samplerState			= 0;
	m_shadowMapSamplerState = 0;
	m_rasterizerState		= 0;

	// Compile and create the shaders.
	CreateVertexShader(p_device);
	CreatePixelShader(p_device);

	// Create the states.
	CreateRasterizerState(p_device);
	CreateSamplerStates(p_device);

	// Setup buffers.
	SetupBuffers(p_device);
}