示例#1
0
ParticleSystem::ParticleSystem(DeviceHelper& device, XMFLOAT3 emitterPos)
	: m_particlesCount(0), m_particlesToCreate(0.0f), m_emitterPos(emitterPos)
{
	srand(static_cast<unsigned int>(time(0)));
	m_vertices = device.CreateVertexBuffer<ParticleVertex>(MAX_PARTICLES, D3D11_USAGE_DYNAMIC);
	shared_ptr<ID3DBlob> vsByteCode = device.CompileD3DShader(L"resources/shaders/Particles.hlsl", "VS_Main", "vs_4_0");
	shared_ptr<ID3DBlob> gsByteCode = device.CompileD3DShader(L"resources/shaders/Particles.hlsl", "GS_Main", "gs_4_0");
	shared_ptr<ID3DBlob> psByteCode = device.CompileD3DShader(L"resources/shaders/Particles.hlsl", "PS_Main", "ps_4_0");
	m_vs = device.CreateVertexShader(vsByteCode);
	m_gs = device.CreateGeometryShader(gsByteCode);
	m_ps = device.CreatePixelShader(psByteCode);
	m_layout = device.CreateInputLayout<ParticleVertex>(vsByteCode);
	m_cloudTexture = device.CreateShaderResourceView(L"resources/textures/smoke.png");
	m_opacityTexture = device.CreateShaderResourceView(L"resources/textures/smokecolors.png");
	D3D11_SAMPLER_DESC sd = device.DefaultSamplerDesc();
	sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
	sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
	m_samplerState = device.CreateSamplerState(sd);
}
示例#2
0
ParticleSystem::ParticleSystem(DeviceHelper& device, XMFLOAT3 emitterPos)
	: m_emitterPos(emitterPos), m_particlesToCreate(0.0f), m_particlesCount(0), m_dirCoordDist(-1.0f, 1.0f),
	  m_velDist(MIN_VELOCITY, MAX_VELOCITY), m_angleVelDist(MIN_ANGLE_VEL, MAX_ANGLE_VEL)
{
	m_vertices = device.CreateVertexBuffer<ParticleVertex>(MAX_PARTICLES, D3D11_USAGE_DYNAMIC);
	auto vsByteCode = device.LoadByteCode(L"particlesVS.cso");
	auto gsByteCode = device.LoadByteCode(L"particlesGS.cso");
	auto psByteCode = device.LoadByteCode(L"particlesPS.cso");
	m_vs = device.CreateVertexShader(vsByteCode);
	m_gs = device.CreateGeometryShader(gsByteCode);
	m_ps = device.CreatePixelShader(psByteCode);
	m_layout = device.CreateInputLayout<ParticleVertex>(vsByteCode);
	m_cloudTexture = device.CreateShaderResourceView(L"resources/textures/smoke.png");
	m_opacityTexture = device.CreateShaderResourceView(L"resources/textures/smokecolors.png");
	auto sd = device.DefaultSamplerDesc();
	sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
	sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
	m_samplerState = device.CreateSamplerState(sd);
}