本文整理汇总了C++中Waves::Init方法的典型用法代码示例。如果您正苦于以下问题:C++ Waves::Init方法的具体用法?C++ Waves::Init怎么用?C++ Waves::Init使用的例子?那么恭喜您, 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Waves
的用法示例。
在下文中一共展示了Waves::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
bool WavesApp::Init()
{
if (!D3DApp::Init())
{
return false;
}
m_waves.Init(200, 200, 0.8f, 0.03f, 3.25f, 0.4f);
BuildLandGeometryBuffers();
BuildWavesGeometryBuffers();
BuildFX();
BuildVertexLayout();
D3D11_RASTERIZER_DESC wireframeDesc;
ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC));
wireframeDesc.FillMode = D3D11_FILL_WIREFRAME;
wireframeDesc.CullMode = D3D11_CULL_BACK;
wireframeDesc.FrontCounterClockwise = false;
wireframeDesc.DepthClipEnable = true;
HR(m_pD3dDevice->CreateRasterizerState(&wireframeDesc, &m_pWireframeRS));
return true;
}
示例2: Init
bool BlendApp::Init()
{
if(!D3DApp::Init())
return false;
mWaves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f);
// Must init Effects first since InputLayouts depend on shader signatures.
BuildShaders();
BuildInputLayout();
RenderStates::InitAll(md3dDevice);
HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,
L"Textures/grass.dds", 0, 0, &mGrassMapSRV, 0 ));
HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,
L"Textures/water2.dds", 0, 0, &mWavesMapSRV, 0 ));
HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,
L"Textures/WireFence.dds", 0, 0, &mBoxMapSRV, 0 ));
BuildLandGeometryBuffers();
BuildWaveGeometryBuffers();
BuildCrateGeometryBuffers();
BuildConstBuffer();
return true;
}
示例3: Init
bool TreeBillboardApp::Init()
{
m_waves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f);
if(!DemoApp::Init())
return false;
return true;
}
示例4: Init
bool LightDemo::Init()
{
m_waves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f);
if(!DemoApp::Init())
return false;
return true;
}
示例5: Init
bool LightingApp::Init()
{
if(!D3DApp::Init())
return false;
mWaves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f);
BuildLandGeometryBuffers();
BuildWaveGeometryBuffers();
BuildFX();
BuildVertexLayout();
mObjectConstantBuffer.Initialize(md3dDevice);
mFrameConstantBuffer.Initialize(md3dDevice);
return true;
}