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C++ CD3DSettingsDlg::OnD3D10CreateDevice方法代码示例

本文整理汇总了C++中CD3DSettingsDlg::OnD3D10CreateDevice方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DSettingsDlg::OnD3D10CreateDevice方法的具体用法?C++ CD3DSettingsDlg::OnD3D10CreateDevice怎么用?C++ CD3DSettingsDlg::OnD3D10CreateDevice使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CD3DSettingsDlg的用法示例。


在下文中一共展示了CD3DSettingsDlg::OnD3D10CreateDevice方法的9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: errStr

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice(ID3D10Device* pd3dDevice,
									 const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext)
{
	HRESULT hr;
	g_device = pd3dDevice;
	V_RETURN(g_DialogResourceManager.OnD3D10CreateDevice(pd3dDevice));
	V_RETURN(g_D3DSettingsDlg.OnD3D10CreateDevice(pd3dDevice));
	V_RETURN(D3DX10CreateFont(pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
							  OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
							  L"Arial", &g_pFont10));
	V_RETURN(D3DX10CreateSprite(pd3dDevice, 512, &g_pSprite10));
	g_pTxtHelper = new CDXUTTextHelper(NULL, NULL, g_pFont10, g_pSprite10, 15);
	V_RETURN(CDXUTDirectionWidget::StaticOnD3D10CreateDevice(pd3dDevice));
	// Read the D3DX effect file
	WCHAR str[MAX_PATH];
	ID3D10Blob* pErrBlob = NULL;
	V_RETURN(DXUTFindDXSDKMediaFileCch(str, MAX_PATH, L"Effect_Undistort.fx"));
	hr = D3DX10CreateEffectFromFile(str, NULL, NULL, "fx_4_0",
									D3D10_SHADER_ENABLE_STRICTNESS, 0,
									pd3dDevice, NULL, NULL, &g_pEffect10, &pErrBlob, NULL);

	if (FAILED(hr))
	{
		std::string errStr((LPCSTR)pErrBlob->GetBufferPointer(),
						   pErrBlob->GetBufferSize());
		WCHAR err[256];
		MultiByteToWideChar(CP_ACP, 0, errStr.c_str(), (int)errStr.size(), err,
							errStr.size());
		MessageBox(NULL, (LPCWSTR)err, L"Error", MB_OK);
		return hr;
	}

	// Setup the vector image and the display
	UINT width = (DXUTIsAppRenderingWithD3D9()) ?
				 DXUTGetD3D9BackBufferSurfaceDesc()->Width :
				 DXUTGetDXGIBackBufferSurfaceDesc()->Width;
	UINT height = (DXUTIsAppRenderingWithD3D9()) ?
				  DXUTGetD3D9BackBufferSurfaceDesc()->Height :
				  DXUTGetDXGIBackBufferSurfaceDesc()->Height;
	g_vsObj = new VSObject(pd3dDevice);
	D3D10_RASTERIZER_DESC rasterizerState;
	rasterizerState.FillMode = D3D10_FILL_SOLID;
	rasterizerState.CullMode = D3D10_CULL_NONE;
	rasterizerState.FrontCounterClockwise = true;
	rasterizerState.DepthBias = false;
	rasterizerState.DepthBiasClamp = 0;
	rasterizerState.SlopeScaledDepthBias = 0;
	rasterizerState.DepthClipEnable = true;
	rasterizerState.ScissorEnable = false;
	rasterizerState.MultisampleEnable = false;
	rasterizerState.AntialiasedLineEnable = false;
	pd3dDevice->CreateRasterizerState(&rasterizerState, &g_pRasterState);
	return S_OK;
}
开发者ID:maleiwhat,项目名称:vectorizing-project,代码行数:57,代码来源:VolSurfaces10.cpp

示例2: vecEye

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, MAX_SPRITES, &g_pSprite10 ) );

    V_RETURN( CDXUTDirectionWidget::StaticOnD3D10CreateDevice( pd3dDevice ) );

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
    #endif
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Exercise03.fx" ) );
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                          NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique handles
    g_pRenderTextured = g_pEffect10->GetTechniqueByName( "RenderTextured" );
    g_pRenderPiece = g_pEffect10->GetTechniqueByName( "RenderPiece" );

    // Obtain the parameter handles
    g_pmWorldViewProj = g_pEffect10->GetVariableByName( "g_mWorldViewProj" )->AsMatrix();
    g_pmWorldView = g_pEffect10->GetVariableByName( "g_mWorldView" )->AsMatrix();
    g_pmWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pmProj = g_pEffect10->GetVariableByName( "g_mProj" )->AsMatrix();
    g_pViewSpaceLightDir = g_pEffect10->GetVariableByName( "g_ViewSpaceLightDir" )->AsVector();
    g_pDiffuseTex = g_pEffect10->GetVariableByName( "g_txDiffuse" )->AsShaderResource();

    // Define our vertex data layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );
    D3D10_PASS_DESC PassDesc;
    g_pRenderPiece->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    // Load our IB and VB with mesh data
    V_RETURN( LoadMesh( pd3dDevice ) );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 0.0f, 0.0f, -8.0f );
    D3DXVECTOR3 vecAt( 0.0f,0.0f,0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    return S_OK;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:66,代码来源:Exercise03.cpp

示例3: vecEye

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, MAX_SPRITES, &g_pSprite10 ) );

    V_RETURN( CDXUTDirectionWidget::StaticOnD3D10CreateDevice( pd3dDevice ) );

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
    #endif
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Exercise06.fx" ) );
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                          NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique handles
    g_pRenderTextured = g_pEffect10->GetTechniqueByName( "RenderTextured" );
    g_pGrowBranches = g_pEffect10->GetTechniqueByName( "GrowBranches" );

    // Obtain the parameter handles
    g_pmWorldViewProj = g_pEffect10->GetVariableByName( "g_mWorldViewProj" )->AsMatrix();
    g_pmWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pmWorldView = g_pEffect10->GetVariableByName( "g_mWorldView" )->AsMatrix();
    g_pViewSpaceLightDir = g_pEffect10->GetVariableByName( "g_ViewSpaceLightDir" )->AsVector();
    g_pLengthModifier = g_pEffect10->GetVariableByName( "LengthModifier" )->AsScalar();
    g_pSpreadModifier = g_pEffect10->GetVariableByName( "SpreadModifier" )->AsScalar();
    g_pShrinkModifier = g_pEffect10->GetVariableByName( "ShrinkModifier" )->AsScalar();
    g_pExtinctionRate = g_pEffect10->GetVariableByName( "ExtinctionRate" )->AsScalar();
    g_pDiffuseTex = g_pEffect10->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
    g_pRandomBuf = g_pEffect10->GetVariableByName( "g_RandomBuffer" )->AsShaderResource();

    // Define our vertex data layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "GROWAMT", 0, DXGI_FORMAT_R32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    D3D10_PASS_DESC PassDesc;
    UINT numElements = sizeof( layout ) / sizeof( D3D10_INPUT_ELEMENT_DESC );
    g_pRenderTextured->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    // Load our IB and VB with mesh data
    V_RETURN( LoadMesh( pd3dDevice ) );

    // Create our StreamTo and DrawFrom buffers
    const UINT MaxVertices = 300000;
    D3D10_BUFFER_DESC bd;
    bd.Usage = D3D10_USAGE_DEFAULT;
    bd.ByteWidth = MaxVertices * g_VertStride;
    bd.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_STREAM_OUTPUT;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    V_RETURN( pd3dDevice->CreateBuffer( &bd, NULL, &g_pStreamTo ) );
    V_RETURN( pd3dDevice->CreateBuffer( &bd, NULL, &g_pDrawFrom ) );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 0.0f, 0.0f, -15.0f );
    D3DXVECTOR3 vecAt( 0.0f,0.0f,0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    g_pLengthModifier->SetFloat( g_LengthModifier );
    g_pSpreadModifier->SetFloat( g_SpreadModifier );
    g_pShrinkModifier->SetFloat( g_ShrinkModifier );
    g_pExtinctionRate->SetFloat( g_ExtinctionRate );


    //-----------------------------------------------------------------------------------------
    // o/__   <-- Create a buffer full of random vectors.  These will be indexed by our
    // |  (\      tree generation algorithm to give the tree a more natural look.
    //-----------------------------------------------------------------------------------------
    int iNumRandValues = 1024;
    srand( 200 );
    //create the data
    D3D10_SUBRESOURCE_DATA InitData;
    InitData.pSysMem = new float[iNumRandValues * 4];
    if( !InitData.pSysMem )
        return E_OUTOFMEMORY;
    for( int i = 0; i < iNumRandValues * 3; i++ )
    {
        ( ( float* )InitData.pSysMem )[i] = float( ( rand() % 10000 ) - 5000 ) / 5000.0f;
//.........这里部分代码省略.........
开发者ID:KNeal,项目名称:Oculus,代码行数:101,代码来源:Exercise06.cpp

示例4: switch

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice(ID3D10Device* pDev10, const DXGI_SURFACE_DESC *pBackBufferSurfaceDesc, void* pUserContext)
{
	HRESULT hr;

	g_pSkyBox    = new S3UTSkybox();
	//g_pEnvMap    = new HDRCubeTexture;

    V_RETURN(DXUTSetMediaSearchPath(L"..\\Source\\SoftShadows"));
    V_RETURN(g_DialogResourceManager.OnD3D10CreateDevice(pDev10));
    V_RETURN(g_D3DSettingsDlg.OnD3D10CreateDevice(pDev10));
    V_RETURN(D3DX10CreateFont(pDev10, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10));

    g_SampleUI.GetSlider(IDC_LIGHT_SIZE)->SetValue((int)(g_fFilterSize * 200.0));
	g_SampleUI.GetComboBox(IDC_SHADOW_ALGORITHM)->SetSelectedByIndex(ssmap.bAccurateShadow == true ? 0 : 1);

    switch( ShadowAlgorithm )
    {
    case    STANDARD_BP:
        	g_ABP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    BP_MSSM_KERNEL:
	        g_BPMSSMKernel.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    STD_VSM:
	        g_StdVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    MIP_VSM:
	        g_MipVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    HIR_BP:
        	g_HBP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    BP_GI:
        	g_BPGI.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    STD_PCSS:
        	g_PCSS.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    default:
            break;
    }

	g_NoShadow.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
	g_Final.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
	g_GBuffer.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
	g_ScrQuadRender.OnD3D10CreateDevice(g_ABP.m_pEffect,pDev10,pBackBufferSurfaceDesc,pUserContext);
	ssmap.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);

	g_Widget.OnD3D10CreateDevice( pDev10,pBackBufferSurfaceDesc,pUserContext );
	g_Blender.OnD3D10CreateDevice( pDev10,pBackBufferSurfaceDesc,pUserContext );

    V_RETURN(D3DX10CreateSprite(pDev10, 512, &g_pSprite10));
	{//must be after g_ABP create a device,because they uses the members of g_ABP
		static const D3D10_INPUT_ELEMENT_DESC scenemeshlayout[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
			{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
		};
		if (g_MeshLight.Create(pDev10, L"arrow.x", (D3D10_INPUT_ELEMENT_DESC*)scenemeshlayout, 3) != S_OK)
		{
			MessageBox(DXUTGetHWND(), L"Could not load geometry from arrow.x", L"Error", MB_OK);
			exit(0);
		}
		D3D10_PASS_DESC PassDesc;
		V_RETURN(g_NoShadow.m_pEffect->GetTechniqueByName("RenderAcc")->GetPassByIndex(0)->GetDesc(&PassDesc));
		V_RETURN(pDev10->CreateInputLayout(scenemeshlayout, 3, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pMaxLayout));
	}

    LoadNewModel();

	//V_RETURN( DXUTFindDXSDKMediaFileCch( g_EnvMapFilePath, MAX_PATH_STR, g_DefaultEnvMapName[0] ) );
    //g_pEnvMap->OnCreateDevice(pDev10, g_EnvMapFilePath, DXGI_FORMAT_R8G8B8A8_UNORM);
	g_pSkyBox->OnCreateDevice( pDev10 );
   // g_pSkyBox->SetTexture( g_pEnvMap->m_TextureRV );

	g_pFloatBufferSurfaceDesc.SampleDesc.Count   = pBackBufferSurfaceDesc->SampleDesc.Count;
    g_pFloatBufferSurfaceDesc.SampleDesc.Quality = pBackBufferSurfaceDesc->SampleDesc.Quality;



    D3DXVECTOR3 vTmp = D3DXVECTOR3(1, 2, 3);
    D3DXVec3Normalize(&g_vLightDir, &vTmp);

    SAFE_RELEASE(g_pRenderState);
    D3D10_RASTERIZER_DESC RasterizerState;
    RasterizerState.FillMode = D3D10_FILL_SOLID;
    RasterizerState.CullMode = D3D10_CULL_FRONT;
    RasterizerState.FrontCounterClockwise = true;
    RasterizerState.DepthBias = false;
    RasterizerState.DepthBiasClamp = 0.1;
    RasterizerState.SlopeScaledDepthBias = 0;
    RasterizerState.DepthClipEnable = true;
    RasterizerState.ScissorEnable = false;
    RasterizerState.MultisampleEnable = false;
    RasterizerState.AntialiasedLineEnable = false;
    V(pDev10->CreateRasterizerState(&RasterizerState, &g_pRenderState));
//.........这里部分代码省略.........
开发者ID:SenichiFSeiei,项目名称:oursavsm,代码行数:101,代码来源:SoftShadows.cpp

示例5: Eye

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont, g_pSprite, 15 );


    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
    #endif

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Tutorial13.fx" ) );
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                          NULL, &g_pEffect, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect->GetTechniqueByName( "Render" );

    // Obtain the variables
    g_ptxDiffuseVariable = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
    g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix();
    g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix();
    g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix();
    g_pExplodeVariable = g_pEffect->GetVariableByName( "Explode" )->AsScalar();

    // Set Waviness
    g_pExplodeVariable->SetFloat( g_fExplode );

    // Define the input layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    // Set the input layout
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_Mesh.Create( pd3dDevice, L"Tiny\\tiny.sdkmesh", true ) );

    // Initialize the world matrices
    D3DXMatrixIdentity( &g_World );

    // Initialize the camera
    D3DXVECTOR3 Eye( 0.0f, 0.0f, -800.0f );
    D3DXVECTOR3 At( 0.0f, 0.0f, 0.0f );
    g_Camera.SetViewParams( &Eye, &At );

    return S_OK;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:76,代码来源:Tutorial13.cpp

示例6: if

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );


    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ10.fx" ) );
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows
    // the shaders to be optimized and to run exactly the way they will run in
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                              NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect10->GetTechniqueByName( "NoSpecular" );
    g_ptxDiffuseVariable = g_pEffect10->GetVariableByName( "g_MeshTexture" )->AsShaderResource();    
    
    g_pAmbient = g_pEffect10->GetVariableByName( "g_vMaterialAmbient" )->AsVector();
    g_pDiffuse = g_pEffect10->GetVariableByName( "g_vMaterialDiffuse" )->AsVector();
    g_pSpecular = g_pEffect10->GetVariableByName( "g_vMaterialSpecular" )->AsVector();
    g_pOpacity = g_pEffect10->GetVariableByName( "g_fMaterialAlpha" )->AsScalar();
    g_pSpecularPower = g_pEffect10->GetVariableByName( "g_nMaterialShininess" )->AsScalar();
    g_pLightColor = g_pEffect10->GetVariableByName( "g_vLightColor" )->AsVector();
    g_pLightPosition = g_pEffect10->GetVariableByName( "g_vLightPosition" )->AsVector();
    g_pCameraPosition = g_pEffect10->GetVariableByName( "g_vCameraPosition" )->AsVector();
    g_pTime = g_pEffect10->GetVariableByName( "g_fTime" )->AsScalar();
    g_pWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pWorldViewProjection = g_pEffect10->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix();


    // Define the input layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    } ;
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_MeshLoader.Create( pd3dDevice, MESHFILEPATH ) );

    // Add the identified subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for ( UINT subset = 0; subset < g_MeshLoader.GetNumSubsets(); ++subset )
    {
        Material* pMaterial = g_MeshLoader.GetSubsetMaterial( subset );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )subset );
    }    

    // Store the correct technique for each material
    for ( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); ++i )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );

        const char* strTechnique = "";

        if( pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "TexturedSpecular";
        else if( pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "TexturedNoSpecular";
        else if( !pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "Specular";
        else if( !pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "NoSpecular";

        pMaterial->pTechnique = g_pEffect10->GetTechniqueByName( strTechnique );
    }

	LoadRasterizerStates(pd3dDevice);

//.........这里部分代码省略.........
开发者ID:softwarekid,项目名称:DXFunctionDraw,代码行数:101,代码来源:MeshFromOBJ10.cpp

示例7: if

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );


    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ10.fx" ) );
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows
    // the shaders to be optimized and to run exactly the way they will run in
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                              NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect10->GetTechniqueByName( "NoSpecular" );
    g_ptxDiffuseVariable = g_pEffect10->GetVariableByName( "g_MeshTexture" )->AsShaderResource();    
    
    g_pAmbient = g_pEffect10->GetVariableByName( "g_vMaterialAmbient" )->AsVector();
    g_pDiffuse = g_pEffect10->GetVariableByName( "g_vMaterialDiffuse" )->AsVector();
    g_pSpecular = g_pEffect10->GetVariableByName( "g_vMaterialSpecular" )->AsVector();
    g_pOpacity = g_pEffect10->GetVariableByName( "g_fMaterialAlpha" )->AsScalar();
    g_pSpecularPower = g_pEffect10->GetVariableByName( "g_nMaterialShininess" )->AsScalar();
    g_pLightColor = g_pEffect10->GetVariableByName( "g_vLightColor" )->AsVector();
    g_pLightPosition = g_pEffect10->GetVariableByName( "g_vLightPosition" )->AsVector();
    g_pCameraPosition = g_pEffect10->GetVariableByName( "g_vCameraPosition" )->AsVector();
    g_pTime = g_pEffect10->GetVariableByName( "g_fTime" )->AsScalar();
    g_pWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pWorldViewProjection = g_pEffect10->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix();


    // Define the input layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    } ;
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_MeshLoader.Create( pd3dDevice, L"media\\cup.obj" ) );

    // Add the identified subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for ( UINT subset = 0; subset < g_MeshLoader.GetNumSubsets(); ++subset )
    {
        Material* pMaterial = g_MeshLoader.GetSubsetMaterial( subset );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )subset );
    }    

    // Store the correct technique for each material
    for ( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); ++i )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );

        const char* strTechnique = "";

        if( pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "TexturedSpecular";
        else if( pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "TexturedNoSpecular";
        else if( !pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "Specular";
        else if( !pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "NoSpecular";

        pMaterial->pTechnique = g_pEffect10->GetTechniqueByName( strTechnique );
    }

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f );
//.........这里部分代码省略.........
开发者ID:KNeal,项目名称:Oculus,代码行数:101,代码来源:MeshFromOBJ10.cpp

示例8: vEye

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );

    V_RETURN( CDXUTDirectionWidget::StaticOnD3D10CreateDevice( pd3dDevice ) );

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MotionBlur10.fx" ) );
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
    #endif
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                              NULL, &g_pEffect, NULL, NULL ) );

    // Obtain the technique handles
    g_pRenderScene = g_pEffect->GetTechniqueByName( "RenderScene" );
    g_pRenderSkinnedScene = g_pEffect->GetTechniqueByName( "RenderSkinnedScene" );
    g_pRenderMotionBlur = g_pEffect->GetTechniqueByName( "RenderMotionBlur" );
    g_pRenderSkinnedMotionBlur = g_pEffect->GetTechniqueByName( "RenderSkinnedMotionBlur" );

    // Obtain the parameter handles
    g_pmWorldViewProj = g_pEffect->GetVariableByName( "g_mWorldViewProj" )->AsMatrix();
    g_pmViewProj = g_pEffect->GetVariableByName( "g_mViewProj" )->AsMatrix();
    g_pmWorldView = g_pEffect->GetVariableByName( "g_mWorldView" )->AsMatrix();
    g_pmBlurViewProj = g_pEffect->GetVariableByName( "g_mBlurViewProj" )->AsMatrix();
    g_pmBlurWorld = g_pEffect->GetVariableByName( "g_mBlurWorld" )->AsMatrix();
    g_pmBoneWorld = g_pEffect->GetVariableByName( "g_mBoneWorld" )->AsMatrix();
    g_ptxDiffuse = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
    g_pfFrameTime = g_pEffect->GetVariableByName( "g_fFrameTime" )->AsScalar();
    g_piNumSteps = g_pEffect->GetVariableByName( "g_iNumSteps" )->AsScalar();
    g_pfFadeDist = g_pEffect->GetVariableByName( "g_fFadeDist" )->AsScalar();

    // Define our vertex data layout
    const D3D10_INPUT_ELEMENT_DESC staticlayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };

    D3D10_PASS_DESC PassDesc;
    g_pRenderScene->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( staticlayout, 4, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pStaticVertexLayout ) );

    //Create the scene meshes
    g_SceneMesh.Create( pd3dDevice, L"motionblur\\WindMillStage.sdkmesh" );
    g_FanMesh.Create( pd3dDevice, L"motionblur\\Fan.sdkmesh" );
    D3DXMatrixTranslation( &g_mFanWorld, 0.0f, 3.62f, 2.012f );

    //Create the Linked Meshes
    g_pLinkedMeshes = new CDXUTSDKMesh[ g_NumLinkedMeshes ];
    if( !g_pLinkedMeshes )
        return E_OUTOFMEMORY;
    for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ )
    {
        g_pLinkedMeshes[iMesh].Create( pd3dDevice, g_MeshLinkages[iMesh].szMeshName );
    }

    const D3D10_INPUT_ELEMENT_DESC skinnedlayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "BONES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, 44, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "WEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 60, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };

    g_pRenderSkinnedScene->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( skinnedlayout, 6, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pSkinnedVertexLayout ) );
    g_AnimMesh.Create( pd3dDevice, L"motionblur\\Warrior.sdkmesh" );
    g_AnimMesh.LoadAnimation( L"motionblur\\Warrior.sdkmesh_anim" );

    //camera
    D3DXVECTOR3 vEye( 2.0f, 1.3f, -4.0f );
    D3DXVECTOR3 vAt( 0.0f, 1.0f, -1.11f );
    g_Camera.SetViewParams( &vEye, &vAt );

    return S_OK;
//.........这里部分代码省略.........
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:101,代码来源:MotionBlur10.cpp

示例9: vecEye

//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );

#define IDC_WIREFRAME			10
    g_SampleUI.GetCheckBox( IDC_WIREFRAME )->SetVisible( false );

    V_RETURN( LoadEffect10( pd3dDevice ) );

    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) );
    V_RETURN( g_Terrain.LoadTerrain( str, g_SqrtNumTiles, g_SidesPerTile, g_fWorldScale, g_fHeightScale, 1000, 1.0f,
                                     2.0f ) );

    ResetBalls();

    // Create a Vertex Decl for the terrain and basic meshes
    const D3D10_INPUT_ELEMENT_DESC basiclayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    D3D10_PASS_DESC PassDesc;
    g_pRenderTerrain->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( basiclayout, sizeof( basiclayout ) / sizeof( basiclayout[0] ),
                                             PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pBasicDecl10 ) );

    // Create a Vertex Decl for the ball
    const D3D10_INPUT_ELEMENT_DESC balllayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 24, D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0,  D3D10_INPUT_PER_INSTANCE_DATA, 1 },
    };
    g_pRenderBall->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( balllayout, sizeof( balllayout ) / sizeof( balllayout[0] ),
                                             PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pBallDecl10 ) );

    // Create a Vertex Decl for the grass
    const D3D10_INPUT_ELEMENT_DESC grasslayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 12, D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0,  D3D10_INPUT_PER_INSTANCE_DATA, 1 },
    };
    g_pRenderGrass->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( grasslayout, sizeof( grasslayout ) / sizeof( grasslayout[0] ),
                                             PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pGrassDecl10 ) );

    // Load terrain device objects
    V_RETURN( g_Terrain.OnCreateDevice( pd3dDevice ) );

    // Load a mesh
    g_BallMesh.Create( pd3dDevice, L"PIXWorkshop\\lowpolysphere.sdkmesh" );
    g_SkyMesh.Create( pd3dDevice, L"PIXWorkshop\\desertsky.sdkmesh" );

    // Create a VB for the stream data
    D3D10_BUFFER_DESC BufferDesc;
    BufferDesc.ByteWidth = NUM_PLAYERS * sizeof( D3DXVECTOR3 );
    BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
    BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    BufferDesc.MiscFlags = 0;
    V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pStreamDataVB10 ) );

    // Create a VB for the grass instances
    BufferDesc.ByteWidth = g_SqrtNumTiles * g_SqrtNumTiles * sizeof( D3DXVECTOR3 );
    V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pGrassDataVB10 ) );

    // Load a texture for the mesh
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pHeightTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Norm.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pNormalTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\grass_v3_dark_tex.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGrassTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Dirt_Diff.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pDirtTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Grass_Diff.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGroundGrassTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Mask.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pMaskTexRV, NULL ) );
//.........这里部分代码省略.........
开发者ID:KNeal,项目名称:Oculus,代码行数:101,代码来源:Exercise01_D3D10.cpp


注:本文中的CD3DSettingsDlg::OnD3D10CreateDevice方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。