Ejemplo n.º 1
0
bool Body::LoadContent(DxGraphics *dx, XMFLOAT3 position, ResourceManager& resource,
		float yaw, float pitch, float roll, float scale)
{
	if(!GameObject::LoadContent(dx, position, yaw, pitch, roll, scale))
	{
		return false;
	}
	if(!GameObject::BuildModel(dx->GetDevice(), m_model->filename, resource))
	{
		return false;
	}
	if(!GameObject::BuildShader("cellShader.fx", resource))
	{
		return false;
	}
	if(!BuildInputLayout(dx))
	{
		return false;
	}

	//Load the shaders buffers
	//if(!m_cellShadingRender.LoadShader(dx->GetDevice(), false))
	if(!m_cellShadingRender.LoadShader(dx->GetDevice(),
		m_shader->vShader, m_shader->pShader, false))
	{
		return false;
	}
	CalcualteBoxExtents();

	return true;
}
Ejemplo n.º 2
0
bool BlendApp::Init()
{
	if(!D3DApp::Init())
		return false;

	mWaves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f);

	// Must init Effects first since InputLayouts depend on shader signatures.
	BuildShaders();
	BuildInputLayout();
	RenderStates::InitAll(md3dDevice);

	HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, 
		L"Textures/grass.dds", 0, 0, &mGrassMapSRV, 0 ));

	HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, 
		L"Textures/water2.dds", 0, 0, &mWavesMapSRV, 0 ));

	HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, 
		L"Textures/WireFence.dds", 0, 0, &mBoxMapSRV, 0 ));

	BuildLandGeometryBuffers();
	BuildWaveGeometryBuffers();
	BuildCrateGeometryBuffers();
	BuildConstBuffer();

	return true;
}
Ejemplo n.º 3
0
bool LightSkull::Init()
{
    if (!D3DApp::Init())
    {
        return false;
    }

    if (FAILED(BuildGeometries()))
    {
        return false;
    }

    BuildSkullGeometries();

    if (FAILED(BuildShaders()))
    {
        return false;
    }

    if (FAILED(BuildInputLayout()))
    {
        return false;
    }

    return true;
}
Ejemplo n.º 4
0
bool Box::Init()
{
    if (!D3DApp::Init())
    {
        return false;
    }

    HRESULT hr = S_OK;

    do
    {
        hr = BuildGeometryBuffers();

        if (FAILED(hr))
        {
            break;
        }

        hr = BuildShaders();
        if (FAILED(hr))
        {
            break;
        }

        hr = BuildInputLayout();
    } while (false);

    if (FAILED(hr))
    {
        D3DHelper::ShowResultMessage(hr);
        return false;
    }

    return true;
}
Ejemplo n.º 5
0
EffectTechnique::EffectTechnique(ID3D10EffectTechnique* pTech, unsigned int index):m_pTechnique(pTech),m_TechniqueIndex(index)
{
	D3D10_TECHNIQUE_DESC desc;
	m_pTechnique->GetDesc(&desc);
	m_TechniqueName = StringToTstring(desc.Name);

	BuildInputLayout();
}
Ejemplo n.º 6
0
void WaterLandscapeDemoScene::OnInitialize(DXRenderer& dx)
{
    HRESULT hr = dx.LoadFxFile(L"../data/shaders/landscape.fx", &mLandscapeEffect);

    BuildLights();
    BuildInputLayout(dx);

    mTerrainMesh.reset(new LandscapeMesh(dx.GetDevice(), 129, 129, 1.0f));
    mWaterMesh.reset(new WaterMesh(dx.GetDevice(), 257, 257, 0.5f, 0.03f, 3.25f, 0.4f));
}
Ejemplo n.º 7
0
bool TextureDemo::Init()
{
    if (!D3DApp::Init())
    {
        return false;
    }

    BuildGeometries();

    BuildShader();

    BuildInputLayout();

    LoadTexture();

    return true;
}
bool ParticleManager::LoadParticles(DxGraphics* pDxGraphics)
{
	if (!BuildVertexList())
	{
		return false;
	}
	if (!BuildBuffers(pDxGraphics->GetDevice()))
	{
		return false;
	}
	if (!BuildShaders(pDxGraphics->GetDevice()))
	{
		return false;
	}
	if (!BuildInputLayout(pDxGraphics->GetDevice()))
	{
		return false;
	}

	return true;
}
Ejemplo n.º 9
0
bool TextureWave::Init()
{
    if (!D3DApp::Init())
    {
        return false;
    }

    isLimitFrame = false;

    BuildGeometries();

    BuildShaders();

    BuildInputLayout();

    LoadTexture();

    BuildParamaters();

    BuildBlendState();

    return true;
}