public WaveDemo(IntPtr hInstance) : base(hInstance) { _theta = 1.5f * MathF.PI; _phi = 0.1f * MathF.PI; _radius = 200.0f; MainWindowCaption = "Waves Demo"; _lastMousePos = new Point(0,0); _gridWorld = Matrix.Identity; _wavesWorld = Matrix.Translation(0, -2.0f, 0); _view = Matrix.Identity; _proj = Matrix.Identity; _waves = new Waves(); }
public override bool Init() { if (!base.Init()) { return false; } _waves = new Waves(); _waves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildFX(); BuildVertexLayout(); return true; }
public override bool Init() { if (! base.Init()) return false; _waves = new Waves(); _waves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f); Effects.InitAll(Device); InputLayouts.InitAll(Device); _grassMapSRV = ShaderResourceView.FromFile(Device, "Textures/grass.dds"); _wavesMapSRV = ShaderResourceView.FromFile(Device, "Textures/water2.dds"); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); return true; }
public override bool Init() { if (! base.Init()) return false; _waves = new Waves(); _waves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); Effects.InitAll(Device); InputLayouts.InitAll(Device); RenderStates.InitAll(Device); _grassMapSRV = ShaderResourceView.FromFile(Device, "Textures/grass.dds"); _wavesMapSRV = ShaderResourceView.FromFile(Device, "Textures/water2.dds"); _boxMapSRV = ShaderResourceView.FromFile(Device, "Textures/WireFence.dds"); var filenames = new []{"Textures/tree0.dds", "Textures/tree1.dds", "Textures/tree2.dds", "Textures/tree3.dds"}; _treeTextureMapArraySRV = Util.CreateTexture2DArraySRV(Device, ImmediateContext, filenames, Format.R8G8B8A8_UNorm); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildCrateGeometryBuffers(); BuildTreeSpritesBuffers(); Window.KeyDown += SwitchRenderState; return true; }
public override bool Init() { if (!base.Init()) return false; _waves = new Waves(); _waves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); Effects.InitAll(Device); InputLayouts.InitAll(Device); RenderStates.InitAll(Device); _grassMapSRV = ShaderResourceView.FromFile(Device, "Textures/grass.dds"); _wavesMapSRV = ShaderResourceView.FromFile(Device, "Textures/water2.dds"); _boxMapSRV = ShaderResourceView.FromFile(Device, "Textures/WireFence.dds"); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildCrateGeometryBuffers(); Window.KeyDown += SwitchRenderState; return true; }