bool Application::Init() { if(!DirectXApp::Init()) return false; CreateEffects(); BuildVertexLayout(); D3D11_RASTERIZER_DESC wireframeDesc; ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC)); wireframeDesc.FillMode = D3D11_FILL_WIREFRAME; wireframeDesc.CullMode = D3D11_CULL_BACK; wireframeDesc.FrontCounterClockwise = false; wireframeDesc.DepthClipEnable = true; if (FAILED(GetDevicePtr()->CreateRasterizerState(&wireframeDesc, &m_WireframeRS))) return false; D3D11_RASTERIZER_DESC solidDesc; ZeroMemory(&solidDesc, sizeof(D3D11_RASTERIZER_DESC)); solidDesc.FillMode = D3D11_FILL_SOLID; solidDesc.CullMode = D3D11_CULL_BACK; solidDesc.FrontCounterClockwise = false; solidDesc.DepthClipEnable = true; if (FAILED(GetDevicePtr()->CreateRasterizerState(&solidDesc, &m_SolidRS))) return false; CreateLights(); return true; }
bool D3DTextureDemo::Init() { if (!D3DApp::Init()) return false; mWaves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f); BuildLandGemetryBuffers(); BuildWaveGemetryBuffers(); LoadShader(); BuildVertexLayout(); BuildRasterState(); mCBObject.Initilize(m_d3dDevice); mCBLightingObject.Initilize(m_d3dDevice); //HR(D3DX11CreateShaderResourceViewFromFile( HR(CreateDDSTextureFromFile( m_d3dDevice, L"Texture/grass.dds", 0, &mGrassMapSRV, 0, nullptr), L"Create DDS grass texture"); HR(CreateDDSTextureFromFile( m_d3dDevice, L"Texture/water2.dds", 0, &mWavesMapSRV, 0, nullptr), L"Create DDS wave texture"); return true; }
bool BoxApp::Init() { if(!D3DApp::Init()) return false; BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); blocks.push_back(new Block(md3dDevice, md3dImmediateContext, XMFLOAT3(-0.5f, -0.5f, -1.0f), XMFLOAT3(-0.5f, +0.5f, -1.0f), XMFLOAT3(+0.5f, +0.5f, -1.0f), XMFLOAT3(+0.5f, -0.5f, -1.0f))); /* blocks[0]->AddInstance(D3DXVECTOR3(-1.5f, -1.5f, 5.0f)); blocks[0]->AddInstance(D3DXVECTOR3(-1.5f, 1.5f, 5.0f)); blocks[0]->AddInstance(D3DXVECTOR3( 1.5f, -1.5f, 5.0f)); blocks[0]->AddInstance(D3DXVECTOR3( 1.5f, 1.5f, 5.0f)); */ figures.push_back(new Line(blocks[0])); figures.push_back(new Tank(blocks[0])); figures.push_back(new RightBlock(blocks[0])); figures.push_back(new LeftBlock(blocks[0])); figures.push_back(new Square(blocks[0])); figures[1]->move(D3DXVECTOR3(4.0f, 0.0f, 0.0f)); figures[2]->move(D3DXVECTOR3(-4.0f, 0.0f, 0.0f)); figures[3]->move(D3DXVECTOR3(0.0f, -3.0f, 0.0f)); figures[4]->move(D3DXVECTOR3(+2.0f, -2.0f, 0.0f)); return true; }
bool BoxApp::Init() { if(!D3DApp::Init()) return false; GetWindowRect(mhMainWnd,&rc); int midX= (rc.right+rc.left)/2; int midY= (rc.top+rc.bottom)/2; mLastMousePos.x = midX; mLastMousePos.y = midY; SetCursorPos(midX,midY); ClipCursor(&rc); w = new World(); w->Init(md3dDevice,this); cam = new Camera(); cam->Init(&mView, w->playerShip); //SetCapture(mhMainWnd); ShowCursor(false); BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,L"Assets/skybox.dds",0,0, &mCubeMapSRV,0)); CubeMap = mFX->GetVariableByName("gCubeMap")->AsShaderResource(); CubeMap->SetResource(mCubeMapSRV); return true; }
bool WavesApp::Init() { if (!D3DApp::Init()) { return false; } m_waves.Init(200, 200, 0.8f, 0.03f, 3.25f, 0.4f); BuildLandGeometryBuffers(); BuildWavesGeometryBuffers(); BuildFX(); BuildVertexLayout(); D3D11_RASTERIZER_DESC wireframeDesc; ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC)); wireframeDesc.FillMode = D3D11_FILL_WIREFRAME; wireframeDesc.CullMode = D3D11_CULL_BACK; wireframeDesc.FrontCounterClockwise = false; wireframeDesc.DepthClipEnable = true; HR(m_pD3dDevice->CreateRasterizerState(&wireframeDesc, &m_pWireframeRS)); return true; }
bool LightingApp::Init() { if (!D3DApp::Init()) return false; mWaves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildFX(); BuildVertexLayout(); return TRUE; }
bool BoxApp::Init() { if(!D3DApp::Init()) return false; BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); return true; }
bool HillsApp::Init() { if(!D3DApp::Init()) return false; BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); BuildRasterState(); mObjectConstantBuffer.Initialize(md3dDevice); return true; }
bool InitDirect3DApp::Init() { if(!D3DApp::Init()) return false; // Set up the vertex and index buffers for the shape we are drawing BuildVertexBuffer(); BuildIndexBuffer(); BuildEffect(); BuildVertexLayout(); return true; }
bool BoxApp::Init() { if (!D3DApp::Init()) { return false; } CreateRasterizerStates(); BuildFX(); BuildVertexLayout(); md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_Mesh = std::make_unique<Mesh>("Models/MeteorBig.FBX", md3dDevice); return true; }
bool LightingApp::Init() { if(!D3DApp::Init()) return false; mWaves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildFX(); BuildVertexLayout(); mObjectConstantBuffer.Initialize(md3dDevice); mFrameConstantBuffer.Initialize(md3dDevice); return true; }
bool Assignment6::Init() { if(!D3DApp::Init()) { return false; } md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_Quad.initialiseBuffers(md3dDevice); auto shader = InitialiseShader(L"SphereBowl.fx"); m_Quad.setShader(shader); BuildVertexLayout(shader); md3dImmediateContext->IASetInputLayout(mInputLayout); return true; }
bool D3DLightingBasic::Init() { if (!D3DApp::Init()) return false; mWaves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f); BuildLandGemetryBuffers(); BuildWaveGemetryBuffers(); LoadShader(); BuildVertexLayout(); BuildRasterState(); mCBObject.Initilize(m_d3dDevice); mCBLightingObject.Initilize(m_d3dDevice); return true; }
bool Shape::Init() { if ( !D3DApplication::Init() ) return false; BuildGeometryBuffers(); LoadFX(); BuildVertexLayout(); D3D11_RASTERIZER_DESC wireframeDesc; ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC)); wireframeDesc.FillMode = D3D11_FILL_WIREFRAME; wireframeDesc.CullMode = D3D11_CULL_BACK; wireframeDesc.FrontCounterClockwise = false; wireframeDesc.DepthClipEnable = true; HR(mD3DDevice->CreateRasterizerState(&wireframeDesc, &mWireframeRS)); return true; }
bool BoxApp::Init() { if(!D3DApp::Init()) return false; D3D11_BLEND_DESC colorDesc = { 0 }; colorDesc.AlphaToCoverageEnable = false; colorDesc.IndependentBlendEnable = false; colorDesc.RenderTarget[0].BlendEnable = true; colorDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_COLOR; colorDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_BLEND_FACTOR; colorDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT; colorDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; colorDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; colorDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; colorDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; HR(md3dDevice->CreateBlendState(&colorDesc, &ColorBlend)); D3D11_BLEND_DESC transparentDesc2 = { 0 }; transparentDesc2.AlphaToCoverageEnable = false; transparentDesc2.IndependentBlendEnable = false; transparentDesc2.RenderTarget[0].BlendEnable = true; transparentDesc2.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; transparentDesc2.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; transparentDesc2.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; transparentDesc2.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; transparentDesc2.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; transparentDesc2.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; transparentDesc2.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; HR(md3dDevice->CreateBlendState(&transparentDesc2, &AlphaBlend)); BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); return true; }
bool Ass3::Init() { if(!D3DApp::Init()) return false; BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); //define wireframe if (wframe) { D3D11_RASTERIZER_DESC wireframeDesc; ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC)); wireframeDesc.FillMode = D3D11_FILL_WIREFRAME; wireframeDesc.CullMode = D3D11_CULL_BACK; wireframeDesc.FrontCounterClockwise = false; wireframeDesc.DepthClipEnable = true; HR(md3dDevice->CreateRasterizerState(&wireframeDesc, &mWireframeRS)); } return true; }
bool Assignment5::Init() { if(!D3DApp::Init()) { return false; } m_Box.initialise(md3dDevice); ID3DX11Effect* shader = InitialiseShader(L"Textured.fx"); m_Box.setShader(shader); m_Phone.setShader(shader); BuildVertexLayout(shader); m_Box.constructVertexBuffer(md3dDevice); m_Box.constructIndexBuffer(md3dDevice); m_Phone.initialise(md3dDevice); md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); md3dImmediateContext->IASetInputLayout(mInputLayout); m_Box.setTransform(XMMatrixRotationRollPitchYaw(22.2f, 45.0f, 45.0f) * XMMatrixTranslation(0.0f, 0.0f, 2.0f)); return true; }