bool Rectangle2DClass::Initialize(ID3D11Device * device, ID3D11DeviceContext* context, int screenWidth, int screenHeight, int bitmapWidth, int bitmapHeight) { HRESULT hr = S_OK; m_screenWidth = screenWidth; m_screenHeight = screenHeight; m_bitmapWidth = bitmapWidth; m_bitmapHeight = bitmapHeight; m_previousPosX = -1; m_previousPosY = -1; m_previousWidth = bitmapWidth; m_previousHeight = bitmapHeight; hr = InitializeBuffers(device); if (FAILED(hr)) return hr; scaling[0] = 1.0f; scaling[1] = 1.0f; scaling[2] = 1.0f; D3D11_BUFFER_DESC bd; hr = InitializeBuffers(device); if (FAILED(hr)) return hr; ZeroMemory(&bd, sizeof(bd)); bd.ByteWidth = sizeof(Propertys); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.Usage = D3D11_USAGE_DYNAMIC; hr = device->CreateBuffer(&bd, NULL, &m_BlockProperty); if (FAILED(hr)) { MessageBox(NULL, L"ErrorCreate Translation Buffer", L"Error_BlockClass", MB_OK); return false; } ZeroMemory(&bd, sizeof(bd)); bd.ByteWidth = sizeof(Factors); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.Usage = D3D11_USAGE_DYNAMIC; hr = device->CreateBuffer(&bd, NULL, &m_RenderFactors); if (FAILED(hr)) { MessageBox(NULL, L"ErrorCreate RenderFactors Buffer", L"Error_BlockClass", MB_OK); return false; } rotation[0] = 0.0f; rotation[1] = 0.0f; rotation[2] = 0.0f; D3DXMatrixIdentity(&propertys.RotationMatrix); return true; }
bool CloudClass::Initialize(ID3D11Device* device, int width, int height, float SCREEN_DEPTH, float SCREEN_NEAR){ bool result; // Create the up sample render to texture object. front_texture_ = new RenderTextureClass; if(!front_texture_){ return false; } // Initialize the up sample render to texture object. result = front_texture_->Initialize(device, width, height, SCREEN_DEPTH, SCREEN_NEAR); if(!result){ return false; } back_texture_ = new RenderTextureClass; if(!back_texture_){ return false; } // Initialize the up sample render to texture object. result = back_texture_->Initialize(device, width, height, SCREEN_DEPTH, SCREEN_NEAR); if(!result){ return false; } // Initialize the vertex and index buffer that hold the geometry for the terrain. result = InitializeBuffers(device); if(!result){ return false; } return true; }
bool ModelClass::Initialize(ID3D10Device* device, char* modelFilename, WCHAR* textureFilename) { bool result; // Load in the model data. result = LoadModel(modelFilename); if(!result) { return false; } // Initialize the vertex and index buffer that hold the geometry for the model. result = InitializeBuffers(device); if(!result) { return false; } // Load the texture for this model. result = LoadTexture(device, textureFilename); if(!result) { return false; } return true; }
bool BumpModelClass::Initialize(ID3D10Device* device, char* modelFilename, WCHAR* textureFilename1, WCHAR* textureFilename2) { bool result; // Load in the model data. result = LoadModel(modelFilename); if(!result) { return false; } // Calculate the normal, tangent, and binormal vectors for the model. CalculateModelVectors(); // Initialize the vertex and index buffer that hold the geometry for the model. result = InitializeBuffers(device); if(!result) { return false; } // Load the textures for this model. result = LoadTextures(device, textureFilename1, textureFilename2); if(!result) { return false; } return true; }
// |----------------------------------------------------------------------------| // | Initialize | // |----------------------------------------------------------------------------| bool ParticleSystemClass::Initialize(ID3D11Device* device, WCHAR* textureFilename) { bool result; // Load the texture that is used for the particles. result = LoadTexture(device, textureFilename); if(!result) { return false; } // Initialize the particle system. result = InitializeParticleSystem(); if(!result) { return false; } // Create the buffers that will be used to render the particles with. result = InitializeBuffers(device); if(!result) { return false; } return true; }
static BROTLI_BOOL DecompressFile(Context* context, BrotliDecoderState* s) { BrotliDecoderResult result = BROTLI_DECODER_RESULT_NEEDS_MORE_INPUT; InitializeBuffers(context); for (;;) { if (result == BROTLI_DECODER_RESULT_NEEDS_MORE_INPUT) { if (!HasMoreInput(context)) { fprintf(stderr, "corrupt input [%s]\n", PrintablePath(context->current_input_path)); return BROTLI_FALSE; } if (!ProvideInput(context)) return BROTLI_FALSE; } else if (result == BROTLI_DECODER_RESULT_NEEDS_MORE_OUTPUT) { if (!ProvideOutput(context)) return BROTLI_FALSE; } else if (result == BROTLI_DECODER_RESULT_SUCCESS) { if (!FlushOutput(context)) return BROTLI_FALSE; if (context->available_in != 0 || HasMoreInput(context)) { fprintf(stderr, "corrupt input [%s]\n", PrintablePath(context->current_input_path)); return BROTLI_FALSE; } return BROTLI_TRUE; } else { fprintf(stderr, "corrupt input [%s]\n", PrintablePath(context->current_input_path)); return BROTLI_FALSE; } result = BrotliDecoderDecompressStream(s, &context->available_in, &context->next_in, &context->available_out, &context->next_out, 0); } }
bool SkyBox::Init(ID3D11Device* device) { bool result; // Load in sky box model. result = LoadSkyBoxModel("../SkyBox.txt"); if(!result) { return false; } // Load sky box into a vertex and index buffer for rendering. result = InitializeBuffers(device); if(!result) { return false; } // Set color at top of sky box. _apexColor = D3DXVECTOR4(0.0f, 0.15f, 0.66f, 1.0f); _apexColor = D3DXVECTOR4(0.0f, 0.145f, 0.667f, 1.0f); // Set color at center of sky box. _centerColor = D3DXVECTOR4(0.81f, 0.38f, 0.66f, 1.0f); _centerColor = D3DXVECTOR4(0.02f, 0.365f, 0.886f, 1.0f); return true; }
bool TerrainClass::Initialize(ID3D11Device* device, char* heightMapFilename) { bool result; // Load in the height map for the terrain. result = LoadHeightMap(heightMapFilename); if(!result) { return false; } // Normalize the height of the height map. NormalizeHeightMap(); // Calculate the normals for the terrain data. result = CalculateNormals(); if(!result) { return false; } // Initialize the vertex and index buffer that hold the geometry for the terrain. result = InitializeBuffers(device); if(!result) { return false; } return true; }
bool ModelClass::Initialize(ID3D11Device* device, char* model_filename, WCHAR* texture_filename) { bool result; result = LoadModel(model_filename); if(!result) { return false; } result = InitializeBuffers(device); if(!result) { return false; } //initialize texture result = LoadTexture(device, texture_filename); if(!result) { return false; } return true; }
bool BitmapFontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* textureFilename, const char* basisShaderFileName) { bool initResult = InitializeShaders(device, basisShaderFileName); if (!initResult) { return false; } initResult = InitializeTextureView(device, deviceContext, textureFilename); if (!initResult) { return false; } initResult = InitializeBuffers(device); if (!initResult) { return false; } initResult = InitializeBlending(device, deviceContext); if (!initResult) { return false; } return true; }
bool CBitmap::Initialize(ID3D11Device* device, int width, int height, std::string filename, int bmpWidth, int bmpHeight) { bool result; screenWidth = width; screenHeight = height; bitmapHeight = bmpHeight; bitmapWidth = bmpWidth; previousPosX = -1; previousPosY = -1; result = InitializeBuffers(device); if (!result) { CLog::Write("CBitmap::Initialize : Could not initialize the buffers"); return false; } result = LoadTexture(device, filename); if (!result) { CLog::Write("CBitmap::Initialize : could not load the texture " + filename); return false; } return true; }
void PreviewObject::Initialize() { bool result(true); //m_pInstancedObject = ContentManager::Load<ModelComponent>(_T("./Resources/Lemmings3D/models/LemmingsCube.ovm")); //m_pInstancedObject->Initialize(); // Load the texture for this model. result = LoadTexture(GraphicsDevice::GetInstance()->GetDevice(), m_TextureFile); ASSERT(result, _T("Couldn't Load the Texture of the instancedObject!")); if(!result) { Release(); return; } // Initialize the vertex and instance buffer that hold the geometry for the triangles. result = InitializeBuffers(GraphicsDevice::GetInstance()->GetDevice()); ASSERT(result, _T("Couldn't initialize buffers of the instancedObject!")); if(!result) { ReleaseBuffers(); return; } }
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, HWND hwnd, int screenWidth, int screenHeight, char* textureFilename, int bitmapWidth, int bitmapHeight){ bool result; m_screenWidth = screenWidth; m_screenHeight = screenHeight; m_previousPosX = -1; m_previousPosY = -1; m_previousAngle = -1000.0f; result = InitializeBuffers(device); if (!result){ return false; } result = LoadTexture(device, deviceContext, textureFilename, hwnd); if (!result){ return false; } if (bitmapHeight == 0){ m_bitmapHeight = m_Texture->GetHeight(); } else{ m_bitmapHeight = bitmapHeight; } if (bitmapWidth == 0){ m_bitmapWidth = m_Texture->GetWidth(); } else{ m_bitmapWidth = bitmapWidth; } return true; }
//////////////////////////////////////// // PUBLIC UTILITY FUNCTIONS //////////////////////////////////////// bool DiffuseContext::Initialize(HWND hWnd) { bool result; result = InitializeBuffers(); if(!result) { MessageBox(hWnd, L"Could not initialize a sprite context.", L"Error", MB_OK); return false; } // Create the color shader object. m_diffuseShade = new DiffuseShader("diffuse","diffuse"); if(!m_diffuseShade) { return false; } // Initialize the color shader object. result = m_diffuseShade->Initialize(GraphicsGlobals::g_Device, hWnd); if(!result) { MessageBox(hWnd, L"Could not initialize the diffuse shader object.", L"Error", MB_OK); return false; } return true; }
//////////////////////////////////////// // PUBLIC UTILITY FUNCTIONS //////////////////////////////////////// bool ParticleContext::Initialize() { bool result; result = InitializeBuffers(); if(!result) { MessageBox(WindowGlobals::g_hWnd, L"Could not initialize the particle context.", L"Error", MB_OK); return false; } // Create the color shader object. m_particleShader = new ParticleShader(L"billboard",L"colors",L"billboard"); if(!m_particleShader) { return false; } // Initialize the color shader object. result = m_particleShader->Initialize(ApplicationSettings::g_Device, WindowGlobals::g_hWnd); if(!result) { MessageBox(WindowGlobals::g_hWnd, L"Could not initialize the particle shader object.", L"Error", MB_OK); return false; } return true; }
bool ModelClass::UpdateBuffers(ID3D11Device* pDevice, void* cBuf) { bool result; //Shutdown(); // Initialize the vertex and index buffers. result = InitializeBuffers(pDevice, cBuf); if (!result) { return false; } return true; // no longer loading textures from model // //Load the texture for this model. // result = LoadTexture(pDevice, textureFilename); // if (!result) // { // return false; // } return true; }
bool DynamicBitmapClass::Initialize(ID3D10Device* device, int screenWidth, int screenHeight, int bitmapWidth, int bitmapHeight) { bool result; // Store the screen size. m_screenWidth = screenWidth; m_screenHeight = screenHeight; // Store the size in pixels that this bitmap should be rendered at. m_bitmapWidth = bitmapWidth; m_bitmapHeight = bitmapHeight; // Initialize the previous rendering position to negative one. m_previousPosX = -1; m_previousPosY = -1; m_previousScale = 1.0f; // Initialize the vertex and index buffer that hold the geometry for the triangle. result = InitializeBuffers(device); if(!result) { return false; } //Create dynamic Textures to forward kinect image data for rendering D3D10_TEXTURE2D_DESC desc; desc.Width = bitmapWidth; desc.Height = bitmapHeight; desc.MipLevels = desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; result = device->CreateTexture2D( &desc, 0, &m_Texture ); if(FAILED(result)) { return false; } // Setup the description of the shader resource view. D3D10_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc; shaderResourceViewDesc.Format = desc.Format; shaderResourceViewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; shaderResourceViewDesc.Texture2D.MostDetailedMip = 0; shaderResourceViewDesc.Texture2D.MipLevels = 1; // Create the shader resource view. result = device->CreateShaderResourceView(m_Texture, &shaderResourceViewDesc, &m_shaderResourceView); if(FAILED(result)) { return false; } return true; }
bool ModelClass::Initialize(ID3D11Device* device, char* modelFilename, WCHAR* colorTextureFilename, WCHAR* normalTextureFilename) { bool result; // Load in the model data, result = LoadModel(modelFilename); if(!result) { return false; } // Initialize the vertex and index buffers. result = InitializeBuffers(device); if(!result) { return false; } // Load the textures for this model. result = LoadTextures(device, colorTextureFilename, normalTextureFilename); if(!result) { return false; } return true; }
static BROTLI_BOOL CompressFile(Context* context, BrotliEncoderState* s) { BROTLI_BOOL is_eof = BROTLI_FALSE; InitializeBuffers(context); for (;;) { if (context->available_in == 0 && !is_eof) { if (!ProvideInput(context)) return BROTLI_FALSE; is_eof = !HasMoreInput(context); } if (!BrotliEncoderCompressStream(s, is_eof ? BROTLI_OPERATION_FINISH : BROTLI_OPERATION_PROCESS, &context->available_in, &context->next_in, &context->available_out, &context->next_out, NULL)) { /* Should detect OOM? */ fprintf(stderr, "failed to compress data [%s]\n", PrintablePath(context->current_input_path)); return BROTLI_FALSE; } if (context->available_out == 0) { if (!ProvideOutput(context)) return BROTLI_FALSE; } if (BrotliEncoderIsFinished(s)) { return FlushOutput(context); } } }
bool Model::Initialize(ID3D10Device* device,char* modelFile,WCHAR* textureFile) { bool result; result = LoadModel(modelFile); if(!result) { return false; } result = InitializeBuffers(device); if(!result) { return false; } // Load the texture for this model. result = LoadTexture(device, textureFile); if(!result) { return false; } return true; }
void DrawBloomPass::OnWindowResize() { if (m_Quality == 0) { return; } InitializeBuffers(); }
bool FoliageClass::Initialize(ID3D11Device* device, WCHAR* textureFilename, int fCount) { bool result; // Set the foliage count. m_foliageCount = fCount; // Generate the positions of the foliage. result = GeneratePositions(); if(!result) { return false; } // Initialize the vertex and instance buffer that hold the geometry for the foliage model. result = InitializeBuffers(device); if(!result) { return false; } // Load the texture for this model. result = LoadTexture(device, textureFilename); if(!result) { return false; } // Set the initial wind rotation and direction. m_windRotation = 0.0f; m_windDirection = 1; return true; }
bool BitmapClass::Initialize(ID3D11Device* device, int screenWidth, int screenHeight, WCHAR* textureFilename, int bitmapWidth, int bitmapHeight) { bool result; // Store the screen size. m_screenWidth = screenWidth; m_screenHeight = screenHeight; // Store the size in pixels that this bitmap should be rendered at. m_bitmapWidth = bitmapWidth; m_bitmapHeight = bitmapHeight; // Initialize the previous rendering position to negative one. m_previousPosX = -1; m_previousPosY = -1; // Initialize the vertex and index buffers. result = InitializeBuffers(device); if (!result) return false; // Load the texture for this bitmap. result = LoadTexture(device, textureFilename); if (!result) return false; return true; }
bool SkyDomeClass::Initialize(ID3D11Device* device) { bool result; // Load in the sky dome model. result = LoadSkyDomeModel("../TAEngine/data/Objects/skydome.txt"); if(!result) { return false; } // Load the sky dome into a vertex and index buffer for rendering. result = InitializeBuffers(device); if(!result) { return false; } // Set the color at the top of the sky dome. m_apexColor = XMFLOAT4(0.04f, 0.05f, 0.06f, 1.0f); // Set the color at the center of the sky dome. m_centerColor = XMFLOAT4(0.2f, 0.05f, 0.06f, 1.0f); return true; }
bool Bitmap::Initialize(ID3D11Device* device, int screenWidth, int screenHeight) { bool result; // Store the screen size. m_screenWidth = screenWidth; m_screenHeight = screenHeight; // Store the size in pixels that this bitmap should be rendered at. m_bitmapWidth = screenWidth; m_bitmapHeight = screenHeight; // Initialize the previous rendering position to negative one. m_previousPosX = -1; m_previousPosY = -1; // Initialize the vertex and index buffers. result = InitializeBuffers(device); if(!result) { return false; } return true; }
bool HexMapClass::Initialize(ID3D11Device* device, int screenWidth, int screenHeight, CHAR* textureFilename, int mapWidth, int mapHeight){ bool result; // Store the screen size. m_screenWidth = screenWidth; m_screenHeight = screenHeight; // Store the dimensions of the map. m_mapWidth = mapWidth; m_mapHeight = mapHeight; m_mapTiles = m_mapWidth*m_mapHeight; // Initialize the previous rendering position to negative one. m_previousPosX = -1; m_previousPosY = -1; // Initialize the vertex and index buffers. result = InitializeBuffers(device); if (!result){ return false; } // Load the texture for this model. result = LoadTexture(device, textureFilename); if (!result){ return false; } return true; }
bool ModelClass::Initialize(ID3D11Device* device, char* modelFilename, WCHAR* textureFilename, HWND m_hwnd) { bool result; Vesseltree::Root *tree = Vesseltree::Parser::parseDocument("Resources/vesselTree2.xml", m_hwnd); Sampling* sampling = new Sampling; sampling->downsample(tree, 1, 1); mesh = new Mesh; mesh->calculateMesh(tree); AdaptiveSubdivision* subdiv = new AdaptiveSubdivision; mesh->triangles = subdiv->Subdivide(mesh->triangles, 0.05, 2); // Initialize the vertex and index buffers. result = InitializeBuffers(device); if(!result) { return false; } // Load the texture for this model. result = LoadTexture(device, textureFilename); if(!result) { return false; } return true; }
Model::Model(ID3D11Device* device, std::shared_ptr<ModelData> modelData, WCHAR* textureFilename, std::string name) : RenderObject(name) { this->m_vertexBuffer = 0; this->m_indexBuffer = 0; this->m_texture = 0; this->m_model = 0; bool result; result = LoadModel(modelData); if (!result) { throw std::exception("Could not load modelData"); } result = InitializeBuffers(device); if (!result) { throw std::exception("Could not initialize Model Buffers"); } result = LoadTexture(device, textureFilename); if (!result) { std::stringstream ss; ss << "Could not load Model Texture: " << textureFilename; throw std::exception(ss.str().c_str()); } }
bool ModelClass::Initialize(ID3D11Device *device, char *modelFilename, WCHAR *textureFilename1, WCHAR * textureFilename2, WCHAR *textureFilename3) { bool result; //load model data result = LoadModel(modelFilename); if (!result) { return false; } //intialize the vertex and index buffer that hold the geometry for the triangle result = InitializeBuffers(device); if (!result) { return false; } //load the texture for this model result = LoadTextures(device, textureFilename1, textureFilename2, textureFilename3); if (!result) { return false; } return true; }
bool ModelClass::Initialize(ID3D11Device* device, int xCount, int yCount, float uTexScale, float vTexScale, WCHAR* heightmap, WCHAR* primary, WCHAR* secondary, WCHAR* tertiary) { bool result; // Load in the model data, result = LoadQuadMesh(xCount, yCount, uTexScale, vTexScale); if(!result) { return false; } // Initialize the vertex and index buffers. result = InitializeBuffers(device); if(!result) { return false; } //CalculateBNT(device); // Load the texture for this model. result = LoadTexture(device, heightmap, primary, secondary, tertiary); if(!result) { return false; } return true; }