本文整理汇总了C++中Quad::init方法的典型用法代码示例。如果您正苦于以下问题:C++ Quad::init方法的具体用法?C++ Quad::init怎么用?C++ Quad::init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类Quad
的用法示例。
在下文中一共展示了Quad::init方法的5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: init
void init(){
///--- Sets background color
glClearColor(/*gray*/ .937,.937,.937, /*solid*/1.0 );
triangle.init();
quad.init();
}
示例2: insertPoints
void insertPoints(const Point* points_begin, const Point* points_end) {
const auto pointCount = points_end - points_begin;
pointRegion.alloc(pointCount);
const auto quadCount = 1 + (pointCount / Quad::MAX_LEAF_POINTS + 1) * 4;
quadRegion.alloc(quadCount);
quad = quadRegion.next();
quad->init(0);
auto my_points = pointRegion.next();
memcpy(my_points, points_begin, pointCount * sizeof(Point));
quad->insertPoints(quadRegion, my_points, my_points + pointCount);
}
示例3: initApp
void ColoredCubeApp::initApp()
{
D3DApp::initApp();
line1.init(md3dDevice, 10.0f, GREEN);
line2.init(md3dDevice, 10.0f, BLUE);
line3.init(md3dDevice, 10.0f, RED);
xLine.init(&line1, Vector3(0,0,0), 5);
xLine.setPosition(Vector3(0,0,0));
yLine.init(&line2, Vector3(0,0,0), 5);
yLine.setPosition(Vector3(0,0,0));
yLine.setRotationZ(ToRadian(90));
zLine.init(&line3, Vector3(0,0,0), 5);
zLine.setPosition(Vector3(0,0,0));
zLine.setRotationY(ToRadian(90));
quad1.init(md3dDevice, 50, CYAN);
quad1.setPosition(Vector3(0,-5,0));
quad2.init(md3dDevice, 50, RED);
quad2.setPosition(Vector3(0,5,0));
quad3.init(md3dDevice, 50, BEACH_SAND);
quad3.setPosition(Vector3(5,5,0));
quad3.setRotXAngle(ToRadian(90));
quad3.setRotYAngle(ToRadian(90));
quad4.init(md3dDevice, 50, BEACH_SAND);
quad4.setPosition(Vector3(-5,5,0));
quad4.setRotXAngle(ToRadian(90));
quad4.setRotYAngle(ToRadian(90));
quad4.init(md3dDevice, 50, BEACH_SAND);
quad4.setPosition(Vector3(-5,5,0));
quad4.setRotXAngle(ToRadian(90));
quad5.init(md3dDevice, 50, DARKBROWN);
quad5.setPosition(Vector3(0,0,-7));
quad5.setRotXAngle(ToRadian(90));
for(int i = 0; i < WALL_SIZE; ++i) {
wall[i].init(md3dDevice, 1, GREEN);
wall[i].setPosition(Vector3((rand() % MAX_RADIUS) - (MAX_RADIUS / 2), (rand() % MAX_RADIUS) - (MAX_RADIUS / 2), -6));
wall[i].setRotXAngle(ToRadian(90));
wall[i].setRotZAngle(ToRadian(45));
}
buildFX();
buildVertexLayouts();
}
示例4: initApp
void CubeMapApp::initApp()
{
D3DApp::initApp();
fx::InitAll(md3dDevice);
InputLayout::InitAll(md3dDevice);
GetTextureMgr().init(md3dDevice);
mTech = fx::CubeMapFX->GetTechniqueByName("CubeMapTech");
mfxLightVar = fx::CubeMapFX->GetVariableByName("gLight");
mfxEyePosVar = fx::CubeMapFX->GetVariableByName("gEyePosW");
mfxWVPVar = fx::CubeMapFX->GetVariableByName("gWVP")->AsMatrix();
mfxWorldVar = fx::CubeMapFX->GetVariableByName("gWorld")->AsMatrix();
mfxTexMtxVar = fx::CubeMapFX->GetVariableByName("gTexMtx")->AsMatrix();
mfxReflectMtrlVar = fx::CubeMapFX->GetVariableByName("gReflectMtrl")->AsVector();
mfxCubeMapEnabledVar = fx::CubeMapFX->GetVariableByName("gCubeMapEnabled")->AsScalar();
mfxDiffuseMapVar = fx::CubeMapFX->GetVariableByName("gDiffuseMap")->AsShaderResource();
mfxSpecMapVar = fx::CubeMapFX->GetVariableByName("gSpecMap")->AsShaderResource();
mfxCubeMapVar = fx::CubeMapFX->GetVariableByName("gCubeMap")->AsShaderResource();
//mClearColor = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
GetCamera().position() = D3DXVECTOR3(0.0f, 1.8f, -10.0f);
mBallMapRV = GetTextureMgr().createTex(L"blackdiffuse.dds");
//mSpecMapRV = GetTextureMgr().createTex(L"spec.dds");
mDefaultSpecMapRV = GetTextureMgr().createTex(L"defaultspec.dds");
mEnvMapRV = GetTextureMgr().createCubeTex(L"grassenvmap1024.dds");
mFloor.init(md3dDevice, 41, 21, 1.0f);
mBase.init(md3dDevice, 2.0f);
mBall.init(md3dDevice, 0.5f, 30, 30);
mColumn.init(md3dDevice, 0.25f, 1.0f, 3.0f, 30, 30);
mSky.init(md3dDevice, mEnvMapRV, 5000.0f);
mParallelLight.dir = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
mParallelLight.ambient = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);
mParallelLight.diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mParallelLight.specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
}
示例5: initApp
void ColoredCubeApp::initApp()
{
D3DApp::initApp();
//input->initialize(getMainWnd(), false);
//audio->initialize();
float boxScale = 0.5f;
float collisionFixFactor = 1.1f;
currentBullet = 0;
explosionTimer = 0;
explosionRunning = false;
shotRelease = true;
// increments when you run into a cube // just for now
score = 0;
mAxes.init(md3dDevice, 1.0f);
mEnemy.init(md3dDevice, .5f, RED);
mPlayer.init(md3dDevice, .5f, BLUE);
mBullet.init(md3dDevice, .25f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 0.0f));
particleBox.init(md3dDevice, .01f, GREEN);
particleBox2.init(md3dDevice, .04f, RED);
starBox.init(md3dDevice, 0.05f, WHITE);
//mBox.init(md3dDevice, boxScale);
mLine.init(md3dDevice, 1.0f);
//mTriangle.init(md3dDevice, 1.0f);
//mQuad.init(md3dDevice, 10.0f);
mQuad.init(md3dDevice, 0.0f);
gameObject1.init(&mPlayer, sqrt(2.0f), Vector3(6,.5,0), Vector3(0,0,0), 5.0f,1.0f);
//gameObject1.init(&mBox, sqrt(2.0f), Vector3(6,.5,0), Vector3(0,0,0), 5000.0f,1.0f);
gameObject1.setRadius(gameObject1.getRadius()*boxScale*collisionFixFactor);
int step = 2;
for (int i = 0; i < MAX_NUM_ENEMIES; i++)
{
enemyObjects[i].init(&mEnemy, sqrt(2.0), Vector3(-5,.5,step*i - 3.8), Vector3(1,0,0), 8.0f, 1);
//enemyObjects[i].init(&mBox, sqrt(2.0), Vector3(-5,.5,step*i - 3.8), Vector3(1,0,0), 3000.0f, 1);
enemyObjects[i].setRadius(enemyObjects[i].getRadius()*boxScale * collisionFixFactor);
enemyObjects[i].setInActive();
}
for (int i = 0; i < MAX_NUM_BULLETS; i++)
{
playerBullets[i].init(&mBullet, 0.5f, Vector3(0,0,0), Vector3(-12,0,0), 0.0f, 1);
playerBullets[i].setInActive();
}
for (int i = 0; i < MAX_NUM_EXP_PARTICLES; i++)
{
if(i%5 == 0)particles[i].init(&particleBox2, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1);
else particles[i].init(&particleBox, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1);
particles[i].setInActive();
}
for (int i = 0; i < MAX_NUM_STARS; i++)
{
stars[i].init(&starBox, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1);
stars[i].setActive();
}
buildFX();
buildVertexLayouts();
audio = new Audio();
if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0') // if sound files defined
{
if (!audio->initialize()) {
}
/*if( FAILED( hr = audio->initialize() ) )
{
if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )
throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));
else
throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));
}*/
}
enemyBuffer.resetClock();
shotBuffer.resetClock();
gameTimer.resetClock();
D3DXVECTOR3 pos(10.0f, 2.0f, 0.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
//Camera Object
camera.init(pos, Vector3(0,0,0), Vector3(0,0,0));
camera.setPerspective();
// camera
cameraPos = pos;
audio->playCue(BKG);
//Places stars in scene
//.........这里部分代码省略.........