Example #1
0
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;
}
Example #3
0
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;
}
Example #5
0
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;
}
Example #6
0
	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;
	}
Example #7
0
bool BoxApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();

	return true;
}
Example #8
0
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;
}
Example #10
0
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;
}
Example #11
0
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;
}
Example #14
0
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;
}
Example #15
0
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;
}
Example #16
0
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;
}