本文整理汇总了C++中Sky::init方法的典型用法代码示例。如果您正苦于以下问题:C++ Sky::init方法的具体用法?C++ Sky::init怎么用?C++ Sky::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Sky
的用法示例。
在下文中一共展示了Sky::init方法的4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: 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2: initApp
void TerrainApp::initApp()
{
D3DApp::initApp();
fx::InitAll(md3dDevice);
InputLayout::InitAll(md3dDevice);
GetTextureMgr().init(md3dDevice);
mClearColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
GetCamera().position() = D3DXVECTOR3(0.0f, 10.0f, -10.0f);
mEnvMapRV = GetTextureMgr().createCubeTex(L"grassenvmap1024.dds");
mSky.init(md3dDevice, mEnvMapRV, 5000.0f);
Terrain::InitInfo tii;
tii.HeightmapFilename = L"coastMountain513.raw";
tii.LayerMapFilename0 = L"grass.dds";
tii.LayerMapFilename1 = L"lightdirt.dds";
tii.LayerMapFilename2 = L"darkdirt.dds";
tii.LayerMapFilename3 = L"stone.dds";
tii.LayerMapFilename4 = L"snow.dds";
tii.BlendMapFilename = L"blend.dds";
tii.HeightScale = 0.35f;
tii.HeightOffset = -20.0f;
tii.NumRows = 513;
tii.NumCols = 513;
tii.CellSpacing = 1.0f;
mLand.init(md3dDevice, tii);
mParallelLight.dir = D3DXVECTOR3(0.707f, -0.707f, 0.0f);
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, 0.4843f, 0.3f, 1.0f);
mLand.setDirectionToSun(-mParallelLight.dir);
}
示例3: initApp
void ColoredCubeApp::initApp()
{
D3DApp::initApp();
myOutFile.open("debug.txt");
fx::InitAll(md3dDevice);
mBox.init(md3dDevice, 1.0f);
mPlane.init(md3dDevice, 1.0f); //we send scale of 1.0f what does that mean??
mTree.initObject(md3dDevice);
std::string treeFileName = "MediumPolyTree.3ds";
mTree.load(md3dDevice, treeFileName);
mTree.createTexturesAll(L"LeafCol.jpg", L"LeafAlpha.jpg", L"mySpec.jpg", L"LeafnormalX_normals.PNG");
mTree.setCubeMap(Object::createCubeTex(md3dDevice, L"grassenvmap1024.dds"));
mTree.rotate(-1.5f,0.0f,0.0f);
mTree.translate(3.0f,-3.0f,-2.6f);
mObjBox.initObject(md3dDevice);
std::string boxFileName = "man2.fbx";
mObjBox.load(md3dDevice, boxFileName);
mObjBox.createTexturesAll( L"manD.jpg", L"defaultAlpha.jpg", L"defaultspec.dds", L"manN.jpg");
mObjBox.createTexturesAt(0, L"bricks.dds", L"defaultAlpha.jpg", L"spec.dds", L"womanHairN.jpg");
mObjBox.setCubeMap(Object::createCubeTex(md3dDevice, L"grassenvmap1024.dds"));
mObjBox.rotate(0.0f,0.0f,3.14f);
mObjBox.translate(-3.0f,0.0f,2.5f);
mObjBox.scale(2.0f,2.0f,2.0f);
buildFX();
buildVertexLayouts();
//mLights[0].dir = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
mLights[0].dir = D3DXVECTOR3(0.576f, -0.576f, -0.576f);
mLights[0].ambient = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
mLights[0].diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
mLights[0].specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
// Pointlight--position is changed every frame to animate.
mLights[1].pos = D3DXVECTOR3(2.0f,2.0f,2.0f);
mLights[1].ambient = D3DXCOLOR(0.8f, 0.8f, 0.0f, 1.0f);
mLights[1].diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
mLights[1].specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
mLights[1].att.x = 0.0f;
mLights[1].att.y = 1.0f;
mLights[1].att.z = 0.0f;
mLights[1].range = 120.0f;
animationTimeElapsed = 0.0f;
animationTimePrev = mTimer.getGameTime();
for(int i = 0; i < fireFrameCount; i++)
{
std::wostringstream fileName;
fileName << L"FireAnim\\Fire";
if(i+1 < 10)
fileName << L"00";
else if(i+1 < 100)
fileName << L"0";
fileName << i+1 << L".bmp";
std::wstring wbuffer = fileName.str();
LPCWSTR usableName = wbuffer.c_str();
HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
usableName, 0, 0, &mFireAnimationMapRVs[i], 0));
}
HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
L"bricks.dds", 0, 0, &mCrateMapRV, 0 ));
HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
L"bricks_normal.dds", 0, 0, &mDefaultNormalMapRV, 0 ));
HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
L"stone_diffuse.dds", 0, 0, &mGrassMapRV, 0 ));
HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
L"stone_normal.dds", 0, 0, &mBrickNormalMapRV, 0 ));
HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
L"spec.dds", 0, 0, &mSpecularMapRV, 0 ));
// If not, create it.
D3DX10_IMAGE_LOAD_INFO loadInfo;
loadInfo.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE;
ID3D10Texture2D* tex = 0;
HR(D3DX10CreateTextureFromFile(md3dDevice, L"grassenvmap1024.dds",
&loadInfo, 0, (ID3D10Resource**)&tex, 0) );
//.........这里部分代码省略.........
示例4: InitWindowsApp
//.........这里部分代码省略.........
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D10_USAGE_DEFAULT;
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
md3dDevice->CreateTexture2D( &descDepth, NULL, &mDepthStencil );
// Create the depth stencil view
D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory( &descDSV, sizeof(descDSV) );
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
// Bind the render target view and depth/stencil view to the pipeline.
md3dDevice->CreateDepthStencilView( mDepthStencil, &descDSV, &mDepthStencilView );
md3dDevice->OMSetRenderTargets( 1, &mRenderTargetView, mDepthStencilView );
// Set the viewport transform.
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = SCREEN_WIDTH;
vp.Height = SCREEN_HEIGHT;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
md3dDevice->RSSetViewports(1, &vp);
//________________________________
Effects::InitAll(md3dDevice);
fxU.init(md3dDevice, Effects::MeshFX);
Terrain::InitInfo tii;
tii.CellSpacing = 1.0f;
tii.HeightmapFilename = L"flat513.raw";
tii.HeightOffset = -30.0f;
tii.HeightScale = 0.2f;
tii.NumCols = 513;
tii.NumRows = 513;
land.init(md3dDevice, tii);
//mTerrain.init(md3dDevice, (std::string)"Textures/Terrain/HeightMap.raw", 0.35f, -50.0f, 0.1f, 512, 512);
//Cube c;
//c.init(md3dDevice, D3DXVECTOR3(2.0f, 2.0f, 2.0f), D3DXVECTOR3(-16.0f, land.getHeight(-16.0f, -16.0f)+1.0f, -16.0f));
//mCubes.push_back(c);
//nr.push_back(0);
nrOfTowers.push_back(0);
mCubes.resize(10);
for(int i = 0; i < mCubes.size();i++)
{
mCubes[i].init(i, md3dDevice, D3DXVECTOR3(5.0f,5.0f,5.0f), D3DXVECTOR3(0.0f, land.getHeight(0.0f,0.0f), 0.0f), (i*0.50f+0.50f));
nr.push_back(0);
}
pWave = new wave(1, 20, md3dDevice, &land);
pWave->initMonsters();
mPyramid.init(md3dDevice, D3DXVECTOR3(2.0f, 2.0f, 2.0f), D3DXVECTOR3(-16.0f, land.getHeight(-16.0f, -16.0f)+5.0f, -16.0f));
mCylinder.init(md3dDevice, 1.0f, D3DXVECTOR3(-2.0f, land.getHeight(-2.0f, -8.0f)+1.0f, -8.0f));
//GetCamera().setPosY(land.getHeight(GetCamera().getPos().x, GetCamera().getPos().z));
GetCamera().setLens(0.30f*pi, (float)SCREEN_WIDTH/SCREEN_HEIGHT, 1.0f, 1000.0f);