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- // include the basic windows header files and the Direct3D header files
- #include <windows.h>
- #include <windowsx.h>
- #include <d3d11.h>
- #include <d3dx11.h>
- #include <d3dx10.h>
- // include the Direct3D Library file
- #pragma comment (lib, "d3d11.lib")
- #pragma comment (lib, "d3dx11.lib")
- #pragma comment (lib, "d3dx10.lib")
- // define the screen resolution
- #define SCREEN_WIDTH 800
- #define SCREEN_HEIGHT 600
- int m_vertexCount, m_indexCount;
- int m_terrainWidth=100, m_terrainHeight=100;
- // global declarations
- IDXGISwapChain *swapchain; // the pointer to the swap chain interface
- ID3D11Device *dev; // the pointer to our Direct3D device interface
- ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context
- ID3D11RenderTargetView *backbuffer; // the pointer to our back buffer
- ID3D11DepthStencilView *zbuffer; // the pointer to our depth buffer
- ID3D11InputLayout *pLayout; // the pointer to the input layout
- ID3D11VertexShader *pVS; // the pointer to the vertex shader
- ID3D11PixelShader *pPS; // the pointer to the pixel shader
- ID3D11Buffer *pVBuffer; // the pointer to the vertex buffer
- ID3D11Buffer *pIBuffer; // the pointer to the index buffer
- // a struct to define a single vertex
- struct VertexType
- {
- D3DXVECTOR3 position;
- D3DXVECTOR4 color;
- };
- // function prototypes
- void InitD3D(HWND hWnd); // sets up and initializes Direct3D
- void RenderFrame(void); // renders a single frame
- void CleanD3D(void); // closes Direct3D and releases memory
- void InitGraphics(void); // creates the shape to render
- void InitPipeline(void); // loads and prepares the shaders
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