
vars.h
By: a guest on
May 12th, 2011 | syntax:
C++ | size: 1.80 KB | hits: 68 | expires: Never
// 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