Пример #1
0
HRESULT CALLBACK OnD3D11DeviceCreated(_In_ ID3D11Device* pd3dDevice, _In_ const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, _In_opt_ void* pUserContext)
{
	HRESULT hr = S_OK;

	// 초기화 코드 작성...

	CompileShader::Create(&g_shader, L"Shaders\\lightShader.fx");
	hr = g_shader->CreateTextureFromFile(L"Textures\\grass.jpg");


	LoaderObj loader;	
	//g_mesh	= loader.BuildCube();
	g_mesh = loader.BuildMeshFromFile(L"Models\\ground.obj");
	g_meshLight = loader.BuildMeshFromFile(L"Models\\ground.obj");
	
	XMMATRIX mscale = XMMatrixScaling(1.0f, 1.0f, 1.0f);
	XMMATRIX mtrans = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
	XMMATRIX world = mscale * mtrans;
	XMFLOAT4X4 fworld;

	//1. XMMATRIX -> FLOAT4X4 
	XMStoreFloat4x4(&fworld, world);	
	//2. FLOAT4X4 -> XMMATRIX
	//world = XMLoadFloat4x4(&fworld);
			
	g_mesh->setWorld(fworld);




	return S_OK;
}
Пример #2
0
HRESULT CALLBACK OnD3D11DeviceCreated(_In_ ID3D11Device* pd3dDevice, _In_ const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, _In_opt_ void* pUserContext)
{
	HRESULT hr = S_OK;

	// 초기화 코드 작성...

	CompileShader::Create(&g_shader, L"Shaders\\lightShader.fx");

	LoaderObj loaderobj;
	g_ground = loaderobj.BuildMeshFromFile(L"Models\\ground.obj", L"Textures\\grass.jpg");

	LoaderMd5 loadermd5;
	g_marine = loadermd5.BuildMeshFromFile(L"Models\\zealot.md5mesh");
	g_marineClone = g_marine->Clone();
	
	
	/*XMMATRIX mscale = XMMatrixScaling(1.0f, 1.0f, 1.0f);
	XMMATRIX mtrans = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
	XMMATRIX world = mscale * mtrans;
	XMFLOAT4X4 fworld;
	XMStoreFloat4x4(&fworld, world);	
	g_ground->setWorld(fworld);
	g_marine->setWorld(fworld);*/
	
	/*XMMATRIX mtrans2 = XMMatrixTranslation(2.0f, 0.0f, 0.0f);
	world = mscale * mtrans2;
	XMFLOAT4X4 fworld2;
	XMStoreFloat4x4(&fworld2, world);
	g_marineClone->setWorld(fworld2);*/

	return S_OK;
}