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Balls and holes PC game / Balls and Holes PC игра
Dragonella игра версия 17.09.2020 браузерная /скачиваемая
Многоликий: dress - hordes win/linux/android/html5 игра браузерная /скачиваемая

1 2024 22:50
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3d - enterra incognita - 2






    3d  - enterra incognita - 




  - 




void D3D12HelloWindow::LoadAssets()
{

//...

Vertex triangleVertices[] =
	//1st triangle
	{ { 0.0f, 0.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } },
	{ { 0.0f, -0.25f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f } },
	{ { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
	
	//2nd triangle
	{ { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
	{ { -0.25f, 0.0f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
	{ { 0.0f, 0.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } }
	
	
//...

void D3D12HelloWindow::PopulateCommandList()
{

//...

m_commandList->DrawInstanced(6, 2, 0, 0);	
	
	


D3D12HelloTexture -  enterra 3d directx 12 c++ -  

    . . 

std::vector D3D12HelloWindow::GenerateTextureData()

    .


   ,    2- ,
   -


// Generate a simple black and white checkerboard texture.
std::vector<UINT8> D3D12HelloWindow::GenerateTextureData()
{
    const UINT rowPitch = TextureWidth * TexturePixelSize;
    const UINT cellPitch = rowPitch >> 3;      // The width of a cell in the checkboard texture.
    const UINT cellHeight = TextureWidth >> 3; // The height of a cell in the checkerboard texture.
    const UINT textureSize = rowPitch * TextureHeight;

    std::vector<UINT8> data(textureSize);
    UINT8* pData = &data[0];

    for (UINT n = 0; n < textureSize; n += TexturePixelSize)
    {
        
        UINT x = n % rowPitch;        
        UINT y = n / rowPitch;
        UINT i = x / cellPitch;
        UINT j = y / cellHeight;

        if (i % 2 == j % 2)
        {
            pData[n] = 0x00;        // R
            pData[n + 1] = 0x00;    // G
            pData[n + 2] = 0x00;    // B
            pData[n + 3] = 0xff;    // A
        }
        else
        {
            pData[n] = 0xff;        // R
            pData[n + 1] = 0xff;    // G
            pData[n + 2] = 0xff;    // B
            pData[n + 3] = 0xff;    // A
        }
	}

    return data;
}



           
  .

   .

    .

 .

D3D12HelloTexture -  enterra 3d directx 12 c++ -     


,        -


std::vector<UINT8> D3D12HelloWindow::GenerateTextureData_v3()
{
    const UINT rowPitch = TextureWidth * TexturePixelSize;
    const UINT cellPitch = rowPitch >> 3;      // The width of a cell in the checkboard texture.
    const UINT cellHeight = TextureWidth >> 3; // The height of a cell in the checkerboard texture.
    const UINT textureSize = rowPitch * TextureHeight;

    std::vector<UINT8> data(textureSize);
    UINT8* pData = &data[0];

    UINT color = 0;
    BYTE color_r = 0;
    BYTE color_g = 0;
    BYTE color_b = 0;

    for (UINT n = 0; n < textureSize; n += TexturePixelSize)
    {
        pData[n] = color_r;     // R
        pData[n + 1] = color_g; // G
        pData[n + 2] = color_b; // B
        pData[n + 3] = 0xff;    // A

        color++;

        if (color > (255 * 255 * 255))
            color = 0;

        color_r = 0xff;
        color_g = color & 255;
        color_b = 0x00;
    }

    return data;
}



 ,             ,
 .

   2    -


// Create the vertex buffer.
    {
        // Define the geometry for a triangle.
        Vertex triangleVertices[] =
        {
            //1st triangle
            { { 0.0f, 0.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } },
            { { 0.0f, -0.25f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f } },
            { { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
            
            //2nd triangle
             
            { { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
            { { -0.25f, 0.0f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
            { { 0.0f, 0.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } }
		};



D3D12HelloTexture -  enterra 3d directx 12 c++ -     


   2   ,       2  -


// Create the vertex buffer.
    {
        // Define the geometry for a triangle.
        Vertex triangleVertices[] =
        {
            //1st triangle
            { { 0.0f, 0.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } },
            { { 0.0f, -0.25f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f } },
            { { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
            
            //2nd triangle
             
            { { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } },
            { { -0.25f, 0.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } },
            { { 0.0f, 0.0f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } }
		};



D3D12HelloTexture -  enterra 3d directx 12 c++ -      -     2 


      -


// Create the vertex buffer.
    {
        // Define the geometry for a triangle.
        Vertex triangleVertices[] =
        {
            //full rect
			
            //1st triangle            
            { { 1.0f, 1.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } },
            { { 1.0f, -1.0f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f } },
            { { -1.0f, -1.0f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },

            //2nd triangle
            { { -1.0f, -1.0f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
            { { -1.0f, 1.0f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } },
            { { 1.0f, 1.0f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f } }
		};




D3D12HelloTexture -  enterra 3d directx 12 c++ -      -      


         
     -


// Note: using upload heaps to transfer static data like vert buffers is not 
// recommended. Every time the GPU needs it, the upload heap will be marshalled 
// over. Please read up on Default Heap usage. An upload heap is used here for 
// code simplicity and because there are very few verts to actually transfer.


. .   ,     ,  
      GPU   .









  ...

        .




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