Пример #1
0
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;
}
Пример #2
0
bool BoxApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();
 
    blocks.push_back(new Block(md3dDevice, md3dImmediateContext,
                                XMFLOAT3(-0.5f, -0.5f, -1.0f),
                                XMFLOAT3(-0.5f, +0.5f, -1.0f),
                                XMFLOAT3(+0.5f, +0.5f, -1.0f),
                                XMFLOAT3(+0.5f, -0.5f, -1.0f)));
    /*
    blocks[0]->AddInstance(D3DXVECTOR3(-1.5f, -1.5f, 5.0f));
	blocks[0]->AddInstance(D3DXVECTOR3(-1.5f,  1.5f, 5.0f));
	blocks[0]->AddInstance(D3DXVECTOR3( 1.5f, -1.5f, 5.0f));
	blocks[0]->AddInstance(D3DXVECTOR3( 1.5f,  1.5f, 5.0f));
    */

    figures.push_back(new Line(blocks[0]));
    figures.push_back(new Tank(blocks[0]));
    figures.push_back(new RightBlock(blocks[0]));
    figures.push_back(new LeftBlock(blocks[0]));
    figures.push_back(new Square(blocks[0]));

    figures[1]->move(D3DXVECTOR3(4.0f, 0.0f, 0.0f));
    figures[2]->move(D3DXVECTOR3(-4.0f, 0.0f, 0.0f));
    figures[3]->move(D3DXVECTOR3(0.0f, -3.0f, 0.0f));
    figures[4]->move(D3DXVECTOR3(+2.0f, -2.0f, 0.0f));
	return true;
}
bool BoxApp::Init()
{
	if(!D3DApp::Init())
		return false;
	GetWindowRect(mhMainWnd,&rc);
	int midX= (rc.right+rc.left)/2;
	int midY= (rc.top+rc.bottom)/2;
	mLastMousePos.x = midX;
	mLastMousePos.y = midY;
	SetCursorPos(midX,midY);
	ClipCursor(&rc);
	w = new World();
	w->Init(md3dDevice,this);

	cam = new Camera();
	cam->Init(&mView, w->playerShip);

	//SetCapture(mhMainWnd);
	ShowCursor(false);

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();

	HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,L"Assets/skybox.dds",0,0, &mCubeMapSRV,0));
	CubeMap = mFX->GetVariableByName("gCubeMap")->AsShaderResource();

	CubeMap->SetResource(mCubeMapSRV);
	return true;
}
Пример #4
0
bool BoxApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();

	return true;
}
Пример #5
0
bool HillsApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();
	BuildRasterState();
	mObjectConstantBuffer.Initialize(md3dDevice);
	return true;
}
Пример #6
0
bool CrateApp::Init()
{
	if(!D3DApp::Init())
		return false;

	// Must init Effects first since InputLayouts depend on shader signatures.
	Effects::InitAll(md3dDevice);
	InputLayouts::InitAll(md3dDevice);

	HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, 
		L"Textures/WoodCrate02.dds", 0, 0, &mDiffuseMapSRV, 0 ));

	BuildGeometryBuffers();

	return true;
}
Пример #7
0
bool Shape::Init()
{
	if ( !D3DApplication::Init() )
		return false;

	BuildGeometryBuffers();
	LoadFX();
	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(mD3DDevice->CreateRasterizerState(&wireframeDesc, &mWireframeRS));

	return true;
}
Пример #8
0
bool BoxApp::Init()
{
	if(!D3DApp::Init())
		return false;


	D3D11_BLEND_DESC colorDesc = { 0 };
	colorDesc.AlphaToCoverageEnable = false;
	colorDesc.IndependentBlendEnable = false;

	colorDesc.RenderTarget[0].BlendEnable = true;
	colorDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_COLOR;
	colorDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_BLEND_FACTOR;
	colorDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT;
	colorDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
	colorDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	colorDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	colorDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

	HR(md3dDevice->CreateBlendState(&colorDesc, &ColorBlend));

	D3D11_BLEND_DESC transparentDesc2 = { 0 };
	transparentDesc2.AlphaToCoverageEnable = false;
	transparentDesc2.IndependentBlendEnable = false;

	transparentDesc2.RenderTarget[0].BlendEnable = true;
	transparentDesc2.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
	transparentDesc2.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	transparentDesc2.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	transparentDesc2.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
	transparentDesc2.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	transparentDesc2.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	transparentDesc2.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

	HR(md3dDevice->CreateBlendState(&transparentDesc2, &AlphaBlend));

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();

	return true;
}
Пример #9
0
bool Ass3::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();

	//define wireframe
	if (wframe) {
		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(md3dDevice->CreateRasterizerState(&wireframeDesc, &mWireframeRS));
	}

	return true;
}
Пример #10
0
void Ass3::DrawScene()
{
	timer--;;
	if (timer <= 0) {
		if (GetAsyncKeyState('Q') && sliceCount > 3) {
			sliceCount--;
			timer = 200;
			BuildGeometryBuffers();
		}
		else if (GetAsyncKeyState('E') && sliceCount < 500) {
			sliceCount++;
			timer = 200;
			BuildGeometryBuffers();
		}
		else if (GetAsyncKeyState('W') && cylinderHeight < 2) {
			cylinderHeight += 0.2f;
			timer = 200;
			BuildGeometryBuffers();
		}
		else if (GetAsyncKeyState('S') && cylinderHeight > 0.4f) {
			cylinderHeight -= 0.2f;
			timer = 200;
			BuildGeometryBuffers();
		}
		else if (GetAsyncKeyState('A') && cylinderRadius > 0.4f) {
			cylinderRadius -= 0.2f;
			timer = 200;
			BuildGeometryBuffers();
		}
		else if (GetAsyncKeyState('D') && cylinderRadius < 2) {
			cylinderRadius += 0.2f;
			timer = 200;
			BuildGeometryBuffers();
		}
	}

	md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
	md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

	md3dImmediateContext->IASetInputLayout(mInputLayout);
    md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	//apply wireframe resterizer state
	if (wframe) {
		md3dImmediateContext->RSSetState(mWireframeRS);
	}

	UINT stride = sizeof(Vertex);
    UINT offset = 0;
    md3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
	md3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);

	// Set constants
	XMMATRIX world = XMLoadFloat4x4(&mWorld);
	XMMATRIX view  = XMLoadFloat4x4(&mView);
	XMMATRIX proj  = XMLoadFloat4x4(&mProj);
	XMMATRIX worldViewProj = world*view*proj;

	mfxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj));

    D3DX11_TECHNIQUE_DESC techDesc;
    mTech->GetDesc( &techDesc );
    for(UINT p = 0; p < techDesc.Passes; ++p)
    {
        mTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
        
		// indices for the mesh.
		md3dImmediateContext->DrawIndexed(indexCount, 0, 0);
    }

	HR(mSwapChain->Present(0, 0));
}