Beispiel #1
0
        //VertexBuffer mSurfaceVB;
        //const int NumVertices = 1000;
        //int mSurfaceVBPointer = 0;

        //readonly int SurfaceVBSize = NumVertices * CustomVertex.TransformedColoredTextured.StrideSize;

        public D3DDevice(Device device)
        {
            mDevice  = device;
            mWorld2D = Matrix.Identity;

            //mDevice.DeviceLost += new EventHandler(mDevice_DeviceLost);
            mDrawBuffer = new DrawBuffer(this);

            mSurfaceDecl = SDX_VertexBuffer.CreateVertexDeclaration(
                device, PositionTextureColor.VertexLayout);
        }
        internal void Initialize(SDX_DisplayWindow window, CreateWindowParams windowParams)
        {
            if (mInitialized)
            {
                return;
            }

            if (window.RenderTarget.TopLevelControl == null)
            {
                throw new ArgumentException("The specified render target does not have a Form object yet.  " +
                                            "It's TopLevelControl property is null.  You may not create DisplayWindow objects before " +
                                            "the control to render to is added to the Form.");
            }

            mInitialized = true;

            // ok, create D3D device
            PresentParameters present = windowParams.IsFullScreen ?
                                        CreateFullScreenPresentParameters(window, windowParams.Width, windowParams.Height, windowParams.Bpp) :
                                        CreateWindowedPresentParameters(window, 0, 0, 32);

            DeviceType dtype = DeviceType.Hardware;

            int adapterOrdinal = mDirect3Dobject.Adapters.DefaultAdapter.Adapter;

            var caps  = mDirect3Dobject.GetDeviceCaps(adapterOrdinal, Direct3D.DeviceType.Hardware);
            var flags = Direct3D.CreateFlags.SoftwareVertexProcessing;

            // Is there support for hardware vertex processing? If so, replace
            // software vertex processing.
            if ((caps.DeviceCaps & DeviceCaps.HWTransformAndLight) == DeviceCaps.HWTransformAndLight)
            {
                flags = Direct3D.CreateFlags.HardwareVertexProcessing;
            }

            // Does the device support a pure device?
            if ((caps.DeviceCaps & DeviceCaps.PureDevice) == DeviceCaps.PureDevice)
            {
                flags |= Direct3D.CreateFlags.PureDevice;
            }

            Device device = new Device(mDirect3Dobject, adapterOrdinal, dtype,
                                       window.RenderTarget.TopLevelControl.Handle,
                                       flags, present);

            try
            {
                Format f = (Format)device.DepthStencilSurface.Description.Format;
                SetHaveDepthStencil(f);
            }
            catch
            {
                mHasDepth   = true;
                mHasStencil = false;

                SetHaveDepthStencil(Format.D16);
            }

            //device.DeviceLost += new EventHandler(mDevice_DeviceLost);
            //device.DeviceReset += new EventHandler(mDevice_DeviceReset);

            device.SetRenderState(RenderState.StencilEnable, false);
            device.SetRenderState(RenderState.ZEnable, true);

            mDevice = new D3DDevice(device);

            //InitializeShaders();

            mPosColorDecl = SDX_VertexBuffer.CreateVertexDeclaration(device, PositionColor.VertexLayout);
        }