Game Development Reference
In-Depth Information
//
hr = Device->CreatePixelShader(
(DWORD*)shader->GetBufferPointer(),
&MultiTexPS);
if(FAILED(hr))
{
::MessageBox(0, "CreateVertexShader - FAILED", 0, 0);
return false;
}
d3d::Release<ID3DXBuffer*>(shader);
//
// Load textures.
//
D3DXCreateTextureFromFile(Device, "crate.bmp", &BaseTex);
D3DXCreateTextureFromFile(Device, "spotlight.bmp", &SpotLightTex);
D3DXCreateTextureFromFile(Device, "text.bmp", &StringTex);
//
// Set projection matrix
//
D3DXMATRIX P;
D3DXMatrixPerspectiveFovLH(
&P, D3DX_PI * 0.25f,
(float)Width / (float)Height, 1.0f, 1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &P);
//
// Disable lighting.
//
Device->SetRenderState(D3DRS_LIGHTING, false);
//
// Get handles
//
BaseTexHandle = MultiTexCT->GetConstantByName(0, "BaseTex");
SpotLightTexHandle = MultiTexCT->GetConstantByName(0, "SpotLightTex");
StringTexHandle
= MultiTexCT->GetConstantByName(0, "StringTex");
//
// Set constant descriptions:
//
UINT count;
MultiTexCT->GetConstantDesc(
BaseTexHandle,
&BaseTexDesc,
&count);
MultiTexCT->GetConstantDesc(
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