bool Application::Init() { if(!DirectXApp::Init()) return false; CreateEffects(); 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; if (FAILED(GetDevicePtr()->CreateRasterizerState(&wireframeDesc, &m_WireframeRS))) return false; D3D11_RASTERIZER_DESC solidDesc; ZeroMemory(&solidDesc, sizeof(D3D11_RASTERIZER_DESC)); solidDesc.FillMode = D3D11_FILL_SOLID; solidDesc.CullMode = D3D11_CULL_BACK; solidDesc.FrontCounterClockwise = false; solidDesc.DepthClipEnable = true; if (FAILED(GetDevicePtr()->CreateRasterizerState(&solidDesc, &m_SolidRS))) return false; CreateLights(); return true; }
//------------------------------------------------------------------------------ void State::OnInit() noexcept { GetScene()->SetClearColour(CS::Colour::k_black); auto basicEntityFactory = CS::Application::Get()->GetSystem<Common::BasicEntityFactory>(); CS::EntitySPtr room = basicEntityFactory->CreateRoom(); room->GetTransform().SetPosition(0.0f, 10.0f, 0.0f); GetScene()->Add(room); auto camera = basicEntityFactory->CreateThirdPersonCamera(room, CS::Vector3(0.0f, -9.0f, 0.0f)); GetScene()->Add(std::move(camera)); CreateLights(GetScene()); AddAnimatedModel(GetScene()); }
bool DemoApp::Init() { if (!DemoBase::Init()) return false; m_pShadowMap = new ShadowMap(md3dDevice, mShadowMapSize, mShadowMapSize); m_pSkybox = new SkyBox( md3dDevice, 1000, 50, 50, "test"); CreateLights(); CreateShaders(); CreateGeometry(); CreateContantBuffers(); CreateSamplerStates(); CreateRenderStates(); SetUpSceneConsts(); return true; }
//---------------------------------------------------------------------------- void Lighting::CreateScene() { m_spScene = SE_NEW SENode; m_spWireframe = SE_NEW SEWireframeState; m_spScene->AttachGlobalState(m_spWireframe); CreateLights(); CreateModels(); m_spModelRoot->AttachLight(m_spLight0); m_spModelRoot->AttachLight(m_spLight1); m_spScene->AttachChild(m_spLight0Node); m_spScene->AttachChild(m_spLight1Node); m_spScene->AttachChild(m_spModelRoot); m_spScene->UpdateGS(); m_spScene->UpdateRS(); }
//---------------------------------------------------------------------------- void Lighting2::CreateScene() { m_spScene = SE_NEW SENode; m_spWireframe = SE_NEW SEWireframeState; m_spScene->AttachGlobalState(m_spWireframe); SEMatrix3f mat3fR; mat3fR.FromAxisAngle(SEVector3f::UNIT_Z, -SEMathf::HALF_PI); m_spScene->Local.SetRotate(mat3fR); m_spScene->Local.SetTranslate(SEVector3f(-5.0f, 0.0f, 0.0f)); CreateLights(); CreateModels(); m_spModelRoot->AttachLight(m_spLight0); m_spModelRoot->AttachLight(m_spLight1); m_spScene->AttachChild(m_spLight0Node); m_spScene->AttachChild(m_spLight1Node); m_spScene->AttachChild(m_spModelRoot); m_spScene->UpdateGS(); m_spScene->UpdateRS(); }
//---------------------------------------------------------------------------- void Castle::CreateScene () { mScene = new0 Node(); mTrnNode = new0 Node(); mScene->AttachChild(mTrnNode); mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); CreateLights(); CreateEffects(); CreateTextures(); CreateSharedMeshes(); CreateWallTurret02(); CreateWallTurret01(); CreateWall02(); CreateWall01(); CreateQuadPatch01(); CreateMainGate01(); CreateMainGate(); CreateExterior(); CreateFrontHall(); CreateFrontRamp(); CreateDrawBridge(); CreateCylinder02(); CreateBridge(); CreateLargePort(); CreateSmallPort(1); CreateSmallPort(2); CreateRope(1); CreateRope(2); int i; for (i = 1; i <= 7; ++i) { CreateWoodShield(i); } for (i = 1; i <= 17; ++i) { CreateTorch(i); } for (i = 1; i <= 3; ++i) { CreateKeg(i); } for (i = 2; i <= 37; ++i) { CreateBarrel(i); } for (i = 1; i <= 48; ++i) { CreateDoorFrame(i); } for (i = 49; i <= 60; ++i) { CreateDoorFramePivotTrn(i); } CreateDoorFrame(61); CreateDoorFrameScalePivotTrn(62); CreateDoorFrameScalePivotTrn(63); for (i = 64; i <= 68; ++i) { CreateDoorFrame(i); } for (i = 69; i <= 78; ++i) { CreateDoorFramePivotTrn(i); } CreateDoorFrame(79); CreateDoorFrameScalePivotTrn(80); CreateDoorFrameScalePivotTrn(81); CreateDoorFramePivotTrn(82); CreateDoorFramePivotTrn(83); CreateDoorFramePivotTrn(73); CreateBunk(1); for (i = 4; i <= 20; ++i) { CreateBunk(i); } for (i = 1; i <= 36; ++i) { CreateBench(i); } for (i = 1; i <= 9; ++i) { CreateTable(i); } for (i = 1; i <= 4; ++i) { CreateBarrelRack(i); } for (i = 1; i <= 36; ++i) { CreateChest(i); } for (i = 1; i <= 3; ++i) { CreateCeilingLight(i); } for (i = 1; i <= 7; ++i) { CreateSquareTable(i); } for (i = 1; i <= 27; ++i) { CreateSimpleChair(i); } for (i = 1; i <= 42; ++i) { CreateMug(i); } for (i = 1; i <= 9; ++i) { CreateDoor(i); } CreateTerrain(); CreateSkyDome(); CreateWater(); CreateWater2(); }