Ejemplo n.º 1
0
bool LightingDemo2::init()
{
    if (RenderCore::init() == false)
    {
        return false;
    }

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

    // Must init Effects first since InputLayouts depend on shader signatures.
    EffectMgr::initAll(md3dDevice);
    InputLayoutMgr::initAll(md3dDevice);
    RenderStateMgr::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 ));
    HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"../Textures/cig_texture2.dds", 0, 0, &mCigMapSRV, 0 ));

    //buildSceneBuffers();
    buildSkull();
    buildCigar();
    buildBox();
    buildLand();
    buildWave();

    return true;
}
Ejemplo n.º 2
0
int main()
{
	int i;
	int mouseX, mouseY;
	waveStruct waves[maxWaves];
	int wavesCount = 0;
	int drawWaves;
	double buildTime = glfwGetTime();

	glfwInit();
	glfwOpenWindowHint(GLFW_FSAA_SAMPLES,8);
	glfwOpenWindow(xSize, ySize, 0, 0, 0, 0, 24, 0, GLFW_WINDOW);
	glfwSetWindowPos(0, 0);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, xSize, 0, ySize, 0, 1);
	glMatrixMode(GL_MODELVIEW);
	glDisable(GL_DEPTH_TEST);

	glfwSwapInterval(1);

	while(1)
	{
		glClear(GL_COLOR_BUFFER_BIT);

		getFps();

		if(currentTime - buildTime > 0.48)
		{
			buildTime = glfwGetTime();
			glfwGetMousePos(&mouseX,&mouseY);
			buildWave(waves, &wavesCount, mouseX, mouseY);
		}

		drawWaves = (wavesCount >= maxWaves) ? maxWaves : wavesCount;
		for(i = 0; i < drawWaves; ++i)
		{
			drawWave(waves[i]);
			waves[i].radius += 0.032 * (1024/FPS);
		}

		glfwSwapBuffers();
	}

	return 0;
}