void InitGameStates (void) { memset (&gameStates, 0, sizeof (gameStates)); CheckEndian (); InitGameConfig (); InitAppStates (); InitGameplayStates (); InitInputStates (); InitMenuStates (); InitMovieStates (); InitMultiplayerStates (); InitGfxStates (); InitRenderStates (); InitSoundStates (); InitVideoStates (); }
//=============================================================================================================================== bool D3D::Initialize11(EngineOptions* options) { HWND hwnd = options->hwnd; // Initialize the GDI Plus interface to use with DirectX m_gdi = new GDI(); mOptions = options; m_isFullscreen = mOptions->fullscreen; m_screenWidth = options->m_screenWidth; m_screenHeight = options->m_screenHeight; //Store the vsync setting m_vsync_enabled = mOptions->m_vsync; //Initialize the DirectX interface adapters and get display modes InitializeAdapterAndModes(); //Create the Swap chain and device InitializeDeviceAndSwapChain11(); //Create the backbuffers and render targets InitializeBackbuffers11(); //Setup the main viewport for rendering m_viewport.Width = static_cast<float>(m_screenWidth); m_viewport.Height = static_cast<float>(m_screenHeight); m_viewport.MinDepth = 0.0f; m_viewport.MaxDepth = 1.0f; m_viewport.TopLeftX = 0.0f; m_viewport.TopLeftY = 0.0f; m_deviceContext->RSSetViewports(1, &m_viewport); //Create the device states and render states InitRenderStates(); //m_RenderTargets.SetInitialValue( NULL ); return true; }