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 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 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; }