bool Body::LoadContent(DxGraphics *dx, XMFLOAT3 position, ResourceManager& resource, float yaw, float pitch, float roll, float scale) { if(!GameObject::LoadContent(dx, position, yaw, pitch, roll, scale)) { return false; } if(!GameObject::BuildModel(dx->GetDevice(), m_model->filename, resource)) { return false; } if(!GameObject::BuildShader("cellShader.fx", resource)) { return false; } if(!BuildInputLayout(dx)) { return false; } //Load the shaders buffers //if(!m_cellShadingRender.LoadShader(dx->GetDevice(), false)) if(!m_cellShadingRender.LoadShader(dx->GetDevice(), m_shader->vShader, m_shader->pShader, false)) { return false; } CalcualteBoxExtents(); return true; }
bool BlendApp::Init() { if(!D3DApp::Init()) return false; mWaves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); // Must init Effects first since InputLayouts depend on shader signatures. BuildShaders(); BuildInputLayout(); RenderStates::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 )); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildCrateGeometryBuffers(); BuildConstBuffer(); return true; }
bool LightSkull::Init() { if (!D3DApp::Init()) { return false; } if (FAILED(BuildGeometries())) { return false; } BuildSkullGeometries(); if (FAILED(BuildShaders())) { return false; } if (FAILED(BuildInputLayout())) { return false; } return true; }
bool Box::Init() { if (!D3DApp::Init()) { return false; } HRESULT hr = S_OK; do { hr = BuildGeometryBuffers(); if (FAILED(hr)) { break; } hr = BuildShaders(); if (FAILED(hr)) { break; } hr = BuildInputLayout(); } while (false); if (FAILED(hr)) { D3DHelper::ShowResultMessage(hr); return false; } return true; }
EffectTechnique::EffectTechnique(ID3D10EffectTechnique* pTech, unsigned int index):m_pTechnique(pTech),m_TechniqueIndex(index) { D3D10_TECHNIQUE_DESC desc; m_pTechnique->GetDesc(&desc); m_TechniqueName = StringToTstring(desc.Name); BuildInputLayout(); }
void WaterLandscapeDemoScene::OnInitialize(DXRenderer& dx) { HRESULT hr = dx.LoadFxFile(L"../data/shaders/landscape.fx", &mLandscapeEffect); BuildLights(); BuildInputLayout(dx); mTerrainMesh.reset(new LandscapeMesh(dx.GetDevice(), 129, 129, 1.0f)); mWaterMesh.reset(new WaterMesh(dx.GetDevice(), 257, 257, 0.5f, 0.03f, 3.25f, 0.4f)); }
bool TextureDemo::Init() { if (!D3DApp::Init()) { return false; } BuildGeometries(); BuildShader(); BuildInputLayout(); LoadTexture(); return true; }
bool ParticleManager::LoadParticles(DxGraphics* pDxGraphics) { if (!BuildVertexList()) { return false; } if (!BuildBuffers(pDxGraphics->GetDevice())) { return false; } if (!BuildShaders(pDxGraphics->GetDevice())) { return false; } if (!BuildInputLayout(pDxGraphics->GetDevice())) { return false; } return true; }
bool TextureWave::Init() { if (!D3DApp::Init()) { return false; } isLimitFrame = false; BuildGeometries(); BuildShaders(); BuildInputLayout(); LoadTexture(); BuildParamaters(); BuildBlendState(); return true; }