本文整理汇总了C++中InitializeBuffers函数的典型用法代码示例。如果您正苦于以下问题:C++ InitializeBuffers函数的具体用法?C++ InitializeBuffers怎么用?C++ InitializeBuffers使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了InitializeBuffers函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: InitializeBuffers
bool Rectangle2DClass::Initialize(ID3D11Device * device, ID3D11DeviceContext* context, int screenWidth, int screenHeight, int bitmapWidth, int bitmapHeight)
{
HRESULT hr = S_OK;
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
m_bitmapWidth = bitmapWidth;
m_bitmapHeight = bitmapHeight;
m_previousPosX = -1;
m_previousPosY = -1;
m_previousWidth = bitmapWidth;
m_previousHeight = bitmapHeight;
hr = InitializeBuffers(device);
if (FAILED(hr))
return hr;
scaling[0] = 1.0f;
scaling[1] = 1.0f;
scaling[2] = 1.0f;
D3D11_BUFFER_DESC bd;
hr = InitializeBuffers(device);
if (FAILED(hr))
return hr;
ZeroMemory(&bd, sizeof(bd));
bd.ByteWidth = sizeof(Propertys);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.Usage = D3D11_USAGE_DYNAMIC;
hr = device->CreateBuffer(&bd, NULL, &m_BlockProperty);
if (FAILED(hr))
{
MessageBox(NULL, L"ErrorCreate Translation Buffer", L"Error_BlockClass", MB_OK);
return false;
}
ZeroMemory(&bd, sizeof(bd));
bd.ByteWidth = sizeof(Factors);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.Usage = D3D11_USAGE_DYNAMIC;
hr = device->CreateBuffer(&bd, NULL, &m_RenderFactors);
if (FAILED(hr))
{
MessageBox(NULL, L"ErrorCreate RenderFactors Buffer", L"Error_BlockClass", MB_OK);
return false;
}
rotation[0] = 0.0f;
rotation[1] = 0.0f;
rotation[2] = 0.0f;
D3DXMatrixIdentity(&propertys.RotationMatrix);
return true;
}
示例2: InitializeBuffers
bool CloudClass::Initialize(ID3D11Device* device, int width, int height, float SCREEN_DEPTH, float SCREEN_NEAR){
bool result;
// Create the up sample render to texture object.
front_texture_ = new RenderTextureClass;
if(!front_texture_){
return false;
}
// Initialize the up sample render to texture object.
result = front_texture_->Initialize(device, width, height, SCREEN_DEPTH, SCREEN_NEAR);
if(!result){
return false;
}
back_texture_ = new RenderTextureClass;
if(!back_texture_){
return false;
}
// Initialize the up sample render to texture object.
result = back_texture_->Initialize(device, width, height, SCREEN_DEPTH, SCREEN_NEAR);
if(!result){
return false;
}
// Initialize the vertex and index buffer that hold the geometry for the terrain.
result = InitializeBuffers(device);
if(!result){
return false;
}
return true;
}
示例3: LoadModel
bool ModelClass::Initialize(ID3D10Device* device, char* modelFilename, WCHAR* textureFilename)
{
bool result;
// Load in the model data.
result = LoadModel(modelFilename);
if(!result)
{
return false;
}
// Initialize the vertex and index buffer that hold the geometry for the model.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
// Load the texture for this model.
result = LoadTexture(device, textureFilename);
if(!result)
{
return false;
}
return true;
}
示例4: LoadModel
bool BumpModelClass::Initialize(ID3D10Device* device, char* modelFilename, WCHAR* textureFilename1, WCHAR* textureFilename2)
{
bool result;
// Load in the model data.
result = LoadModel(modelFilename);
if(!result)
{
return false;
}
// Calculate the normal, tangent, and binormal vectors for the model.
CalculateModelVectors();
// Initialize the vertex and index buffer that hold the geometry for the model.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
// Load the textures for this model.
result = LoadTextures(device, textureFilename1, textureFilename2);
if(!result)
{
return false;
}
return true;
}
示例5: LoadTexture
// |----------------------------------------------------------------------------|
// | Initialize |
// |----------------------------------------------------------------------------|
bool ParticleSystemClass::Initialize(ID3D11Device* device, WCHAR* textureFilename)
{
bool result;
// Load the texture that is used for the particles.
result = LoadTexture(device, textureFilename);
if(!result)
{
return false;
}
// Initialize the particle system.
result = InitializeParticleSystem();
if(!result)
{
return false;
}
// Create the buffers that will be used to render the particles with.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
return true;
}
示例6: DecompressFile
static BROTLI_BOOL DecompressFile(Context* context, BrotliDecoderState* s) {
BrotliDecoderResult result = BROTLI_DECODER_RESULT_NEEDS_MORE_INPUT;
InitializeBuffers(context);
for (;;) {
if (result == BROTLI_DECODER_RESULT_NEEDS_MORE_INPUT) {
if (!HasMoreInput(context)) {
fprintf(stderr, "corrupt input [%s]\n",
PrintablePath(context->current_input_path));
return BROTLI_FALSE;
}
if (!ProvideInput(context)) return BROTLI_FALSE;
} else if (result == BROTLI_DECODER_RESULT_NEEDS_MORE_OUTPUT) {
if (!ProvideOutput(context)) return BROTLI_FALSE;
} else if (result == BROTLI_DECODER_RESULT_SUCCESS) {
if (!FlushOutput(context)) return BROTLI_FALSE;
if (context->available_in != 0 || HasMoreInput(context)) {
fprintf(stderr, "corrupt input [%s]\n",
PrintablePath(context->current_input_path));
return BROTLI_FALSE;
}
return BROTLI_TRUE;
} else {
fprintf(stderr, "corrupt input [%s]\n",
PrintablePath(context->current_input_path));
return BROTLI_FALSE;
}
result = BrotliDecoderDecompressStream(s, &context->available_in,
&context->next_in, &context->available_out, &context->next_out, 0);
}
}
示例7: LoadSkyBoxModel
bool SkyBox::Init(ID3D11Device* device)
{
bool result;
// Load in sky box model.
result = LoadSkyBoxModel("../SkyBox.txt");
if(!result)
{
return false;
}
// Load sky box into a vertex and index buffer for rendering.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
// Set color at top of sky box.
_apexColor = D3DXVECTOR4(0.0f, 0.15f, 0.66f, 1.0f);
_apexColor = D3DXVECTOR4(0.0f, 0.145f, 0.667f, 1.0f);
// Set color at center of sky box.
_centerColor = D3DXVECTOR4(0.81f, 0.38f, 0.66f, 1.0f);
_centerColor = D3DXVECTOR4(0.02f, 0.365f, 0.886f, 1.0f);
return true;
}
示例8: LoadHeightMap
bool TerrainClass::Initialize(ID3D11Device* device, char* heightMapFilename)
{
bool result;
// Load in the height map for the terrain.
result = LoadHeightMap(heightMapFilename);
if(!result)
{
return false;
}
// Normalize the height of the height map.
NormalizeHeightMap();
// Calculate the normals for the terrain data.
result = CalculateNormals();
if(!result)
{
return false;
}
// Initialize the vertex and index buffer that hold the geometry for the terrain.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
return true;
}
示例9: LoadModel
bool ModelClass::Initialize(ID3D11Device* device, char* model_filename, WCHAR* texture_filename)
{
bool result;
result = LoadModel(model_filename);
if(!result)
{
return false;
}
result = InitializeBuffers(device);
if(!result)
{
return false;
}
//initialize texture
result = LoadTexture(device, texture_filename);
if(!result)
{
return false;
}
return true;
}
示例10: InitializeShaders
bool BitmapFontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* textureFilename, const char* basisShaderFileName)
{
bool initResult = InitializeShaders(device, basisShaderFileName);
if (!initResult)
{
return false;
}
initResult = InitializeTextureView(device, deviceContext, textureFilename);
if (!initResult)
{
return false;
}
initResult = InitializeBuffers(device);
if (!initResult)
{
return false;
}
initResult = InitializeBlending(device, deviceContext);
if (!initResult)
{
return false;
}
return true;
}
示例11: InitializeBuffers
bool CBitmap::Initialize(ID3D11Device* device, int width, int height, std::string filename, int bmpWidth, int bmpHeight)
{
bool result;
screenWidth = width;
screenHeight = height;
bitmapHeight = bmpHeight;
bitmapWidth = bmpWidth;
previousPosX = -1;
previousPosY = -1;
result = InitializeBuffers(device);
if (!result)
{
CLog::Write("CBitmap::Initialize : Could not initialize the buffers");
return false;
}
result = LoadTexture(device, filename);
if (!result)
{
CLog::Write("CBitmap::Initialize : could not load the texture " + filename);
return false;
}
return true;
}
示例12: result
void PreviewObject::Initialize()
{
bool result(true);
//m_pInstancedObject = ContentManager::Load<ModelComponent>(_T("./Resources/Lemmings3D/models/LemmingsCube.ovm"));
//m_pInstancedObject->Initialize();
// Load the texture for this model.
result = LoadTexture(GraphicsDevice::GetInstance()->GetDevice(), m_TextureFile);
ASSERT(result, _T("Couldn't Load the Texture of the instancedObject!"));
if(!result)
{
Release();
return;
}
// Initialize the vertex and instance buffer that hold the geometry for the triangles.
result = InitializeBuffers(GraphicsDevice::GetInstance()->GetDevice());
ASSERT(result, _T("Couldn't initialize buffers of the instancedObject!"));
if(!result)
{
ReleaseBuffers();
return;
}
}
示例13: InitializeBuffers
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, HWND hwnd, int screenWidth, int screenHeight, char* textureFilename, int bitmapWidth, int bitmapHeight){
bool result;
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
m_previousPosX = -1;
m_previousPosY = -1;
m_previousAngle = -1000.0f;
result = InitializeBuffers(device);
if (!result){
return false;
}
result = LoadTexture(device, deviceContext, textureFilename, hwnd);
if (!result){
return false;
}
if (bitmapHeight == 0){
m_bitmapHeight = m_Texture->GetHeight();
}
else{
m_bitmapHeight = bitmapHeight;
}
if (bitmapWidth == 0){
m_bitmapWidth = m_Texture->GetWidth();
}
else{
m_bitmapWidth = bitmapWidth;
}
return true;
}
示例14: InitializeBuffers
////////////////////////////////////////
// PUBLIC UTILITY FUNCTIONS
////////////////////////////////////////
bool DiffuseContext::Initialize(HWND hWnd)
{
bool result;
result = InitializeBuffers();
if(!result)
{
MessageBox(hWnd, L"Could not initialize a sprite context.", L"Error", MB_OK);
return false;
}
// Create the color shader object.
m_diffuseShade = new DiffuseShader("diffuse","diffuse");
if(!m_diffuseShade)
{
return false;
}
// Initialize the color shader object.
result = m_diffuseShade->Initialize(GraphicsGlobals::g_Device, hWnd);
if(!result)
{
MessageBox(hWnd, L"Could not initialize the diffuse shader object.", L"Error", MB_OK);
return false;
}
return true;
}
示例15: InitializeBuffers
////////////////////////////////////////
// PUBLIC UTILITY FUNCTIONS
////////////////////////////////////////
bool ParticleContext::Initialize()
{
bool result;
result = InitializeBuffers();
if(!result)
{
MessageBox(WindowGlobals::g_hWnd, L"Could not initialize the particle context.", L"Error", MB_OK);
return false;
}
// Create the color shader object.
m_particleShader = new ParticleShader(L"billboard",L"colors",L"billboard");
if(!m_particleShader)
{
return false;
}
// Initialize the color shader object.
result = m_particleShader->Initialize(ApplicationSettings::g_Device, WindowGlobals::g_hWnd);
if(!result)
{
MessageBox(WindowGlobals::g_hWnd, L"Could not initialize the particle shader object.", L"Error", MB_OK);
return false;
}
return true;
}