//================================================================================
void ATHEngine::Init()
{
	// Load from config
	LoadConfig();

	// Create the operating system construct for the game
	if (!CreateViewport())
		return;

#ifdef _WIN32
	// Start the renderer
	m_pRenderer = ATHRenderer::GetInstance();
	m_pRenderer->Initialize(m_hWnd, m_hInstance, m_nScreenWidth, m_nScreenHeight, m_bFullscreen, m_bVsync);
	m_pRenderer->SetDebugLines(m_bDebugLines);
	// Setup input management
	m_pInputManager = ATHInputManager::GetInstance();
	m_pInputManager->Init(m_hWnd, m_hInstance, m_nScreenWidth, m_nScreenWidth, m_nScreenWidth / 2, m_nScreenWidth / 2);

	// Start Audio Manager
	m_pAudioManager = ATHAudio::GetInstance();
	m_pAudioManager->InitXAudio2();
#endif // _WIN32

	// Create event manager
	m_pEventManager = ATHEventManager::GetInstance();

	// Setup Object manager
	m_pObjectManager = new ATHObjectManager();
	m_pObjectManager->Init();

	// Test init code
	TestInit();

	m_bShutdown = false;
}
Exemple #2
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void RenderTarget::InitFromTexture(ID3D11Texture2D* texture) {
    CreateViewport(*texture, &m_viewport);
    // Make this texture usable as a render target:
    CreateRenderTargetViewFromTexture(texture, &m_render_target_view);
    // Make this texture usable in a shader:
    CreateShaderResourceViewFromTexture(texture, &m_shader_resource_view);
}
Exemple #3
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bool Graphics::Initialize()
{
	g_Graphics   = this;
	m_ClearColor = g_White;

	CreateDeviceAndSwapChain();
	CreateViewport();
	CreateDefaultShader();

	return true;
}
//---------------------------------------------------------------
void CGraphicsLayer::InitD3D(int Width,int Height,int bpp)
{
	//HRESULT r=0;

	m_rcScreenRect.top= m_rcScreenRect.left=0;
	m_rcScreenRect.right=Width;
	m_rcScreenRect.bottom=Height;
	

	if(CreateDeviceAndSwapChain()){return;}
	
	CreateShader();
	if(CreateRasterizer()){return;}
	CreateViewport();
	CreateDepthStencilBuffer();
	m_pDeviceContext->OMSetRenderTargets(1,&m_pRenderTargetView,m_pDepthStencilView);

}
Exemple #5
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Renderer::Renderer() :
	m_last_vertex_count( 0 ),
	m_alpha_threshold( 0.f ),
	m_depth_clear_strategy( NO_DEPTH ),
	m_vbo_synced( false ),
	m_preblend( false ),
	m_cull( false ) {
	glGenBuffers( 1, &m_vertex_vbo );
	glGenBuffers( 1, &m_color_vbo );
	glGenBuffers( 1, &m_texture_vbo );

	m_default_viewport = CreateViewport();

	// Load our "no texture" pseudo-texture.
	sf::Image image;
	image.create( 2, 2, sf::Color::White );
	LoadImage( image, sf::Color::White );
}
HRESULT D3D11Object::Initialize( HWND &hWnd, ID3D11UnorderedAccessView** ppResultUAV )
{
	printf("Initializing DXObject...\n");

	HRESULT hr = S_OK;

	RECT rc;
	GetClientRect( hWnd, &rc );
	UINT width = rc.right - rc.left;
	UINT height = rc.bottom - rc.top;

	InitDeviceContext(static_cast<int>(HEIGHT), static_cast<int>(WIDTH), hWnd );
	m_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>(&m_pBackBufferTexture) );
	CreateBufferTexUAV( m_pBackBufferTexture, ppResultUAV );
	m_pDevice->CreateRenderTargetView( m_pBackBufferTexture, NULL, &m_pRenderTargetView );
	CreateViewport(width, height);
	CreateSamplerStates();

	return hr;
}