Beispiel #1
0
void AppTest::Init(HWND hwnd)
{
	LoadPipeline(hwnd);
	LoadAssets();

	Timer.Start();
}
void D3D12Bundles::OnInit()
{
	m_camera.Init({ 8, 8, 30 });

	LoadPipeline();
	LoadAssets();
}
void D3D12DynamicIndexing::OnInit()
{
	m_camera.Init({ (CityColumnCount / 2.0f) * CitySpacingInterval - (CitySpacingInterval / 2.0f), 15, 50 });
	m_camera.SetMoveSpeed(CitySpacingInterval * 2.0f);

	LoadPipeline();
	LoadAssets();
}
HRESULT VolumetricAnimation::OnInit()
{
	HRESULT hr;
	VRET( LoadPipeline() );
	VRET( LoadAssets() );
	VRET( LoadSizeDependentResource() );
	return S_OK;
}
CrossNodeResources::CrossNodeResources(IDXGIFactory4* pFactory, ID3D12Device* pDevice)
{
    pFactory->QueryInterface(IID_PPV_ARGS(&m_factory));
    pDevice->QueryInterface(IID_PPV_ARGS(&m_device));

    LoadPipeline();
    LoadAssets();
}
void D3D12nBodyGravity::OnInit()
{
	m_camera.Init({ 0.0f, 0.0f, 1500.0f });
	m_camera.SetMoveSpeed(250.0f);

	LoadPipeline();
	LoadAssets();
	CreateAsyncContexts();
}
void D3D12PipelineStateCache::OnInit()
{
	UpdateWindowTextPso();
	m_camera.Init({ 0.0f, 0.0f, 5.0f });
	m_camera.SetMoveSpeed(1.0f);

	m_projectionMatrix = m_camera.GetProjectionMatrix(0.8f, m_aspectRatio);

	LoadPipeline();
	LoadAssets();
}
void RenderSysem::v_Init()
{
	m_Viewport.Width = static_cast<float>(m_ScreenWidth);
	m_Viewport.Height = static_cast<float>(m_ScreenHeight);
	m_Viewport.MaxDepth = 1.0f;

	m_ScissorRect.right = static_cast<LONG>(m_ScreenWidth);
	m_ScissorRect.bottom = static_cast<LONG>(m_ScreenHeight);

	LoadPipeline();

	m_Triangle.init_shader(m_pD3D12Device);
	m_Triangle.init_buffer(m_pD3D12Device);

	LoadAssets();

}
void D3D1211on12::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12HeterogeneousMultiadapter::OnInit()
{
	LoadPipeline();
	LoadAssets();
	UpdateWindowTitle();
}
void D3D12HelloBundles::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12HelloWindow::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12HelloTexture::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12SmallResources::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12ExecuteIndirect::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12HelloTriangle::OnInit()
{
    LoadPipeline();
    LoadAssets();
}
void D3D12HelloConstBuffers::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12Fullscreen::OnInit()
{
	LoadPipeline();
	LoadAssets();
}
void D3D12Multithreading::OnInit()
{
	LoadPipeline();
	LoadAssets();
	LoadContexts();
}
void D3D12PredicationQueries::OnInit()
{
    LoadPipeline();
    LoadAssets();
}
void D3D12HDR::OnInit()
{
    LoadPipeline();
    LoadAssets();
}
void DX12ClothSimulation::OnInit()
{
	LoadPipeline();
	LoadAssets();
}