コード例 #1
0
ファイル: WavesDemo.cpp プロジェクト: wjingzhe/DX11
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;
}
コード例 #2
0
ファイル: BlendDemo.cpp プロジェクト: fxyyoung/HyperEngine
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;
}
コード例 #3
0
ファイル: Light.cpp プロジェクト: 523793658/directX
	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;
	}
コード例 #4
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;
}