Beispiel #1
0
        public bool Initialize(Device device, HeightMapTerrain terrain)
        {
            // Get the number of the vertices on the terrain vertex array.
            var vertexCount = terrain.VertexCount;

            // Store the total triangle count for the vertex list.
            TriangleCount = vertexCount / 3;

            VertexList = new List<HeightMapTerrainShader.Vertex>(vertexCount);

            // Copy the terrain vertices into vertex list.
            terrain.CopyVertexArray(VertexList);

            // Calculate the center x,z and the width of the mesh.
            float centerX, centerZ, width;
            CalculateMeshDimensions(vertexCount, out centerX, out centerZ, out width);

            // Create the parent node for the quad tree
            // Recursively build the quad tree based on the vertex list data and mesh dimensions.
            ParentNode = CreateTreeNode(device, centerX, centerZ, width);

            // Release the vertex list since the quad tree now has the vertices in each node.
            VertexList.Clear();

            return true;
        }
Beispiel #2
0
        public bool Initialize(Device device, HeightMapTerrain terrain)
        {
            // Get the number of the vertices on the terrain vertex array.
            var vertexCount = terrain.VertexCount;

            // Store the total triangle count for the vertex list.
            TriangleCount = vertexCount / 3;

            VertexList = new List <HeightMapTerrainShader.Vertex>(vertexCount);

            // Copy the terrain vertices into vertex list.
            terrain.CopyVertexArray(VertexList);

            // Calculate the center x,z and the width of the mesh.
            float centerX, centerZ, width;

            CalculateMeshDimensions(vertexCount, out centerX, out centerZ, out width);

            // Create the parent node for the quad tree
            // Recursively build the quad tree based on the vertex list data and mesh dimensions.
            ParentNode = CreateTreeNode(device, centerX, centerZ, width);

            // Release the vertex list since the quad tree now has the vertices in each node.
            VertexList.Clear();

            return(true);
        }
        public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle)
        {
            if (Input == null)
            {
                Input = new InputClass();
                if (!Input.Initialize(configuration, windowHandle))
                {
                    MessageBox.Show("Could not initialize input object", "Error", MessageBoxButtons.OK);
                    return false;
                }
            }

            // Create the Direct3D object.
            D3D = new DX11();
            // Initialize the Direct3D object.
            if (!D3D.Initialize(configuration, windowHandle))
            {
                MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK);
                return false;
            }

            // Create the camera object
            Camera = new Camera();

            // Initialize a base view matrix the camera for 2D user interface rendering.
            Camera.SetPosition(0, 0, -1);
            Camera.Render();
            var baseViewMatrix = Camera.ViewMatrix;

            // Set the initial position of the camera.
            var cameraX = 50f;
            var cameraY = 18f;
            var cameraZ = -7f;

            Camera.SetPosition(cameraX, cameraY, cameraZ);

            // Create the terrain object.
            Terrain = new HeightMapTerrain();

            // Initialize the terrain object.
            if (!(Terrain as HeightMapTerrain).Initialize(D3D.Device, "heightMap01.bmp"))
            {
                MessageBox.Show("Could not initialize the terrain object", "Error", MessageBoxButtons.OK);
                return false;
            }

            // Create the light shader object.
            ColorShader = new ColorShader();

            // Initialize the light shader object.
            if (!ColorShader.Initialize(D3D.Device, windowHandle))
            {
                MessageBox.Show("Could not initialize the light shader", "Error", MessageBoxButtons.OK);
                return false;
            }

            // Create and initialize Timer.
            Timer = new Timer();
            if (!Timer.Initialize())
            {
                MessageBox.Show("Could not initialize Timer object", "Error", MessageBoxButtons.OK);
                return false;
            }

            // Create the position object.
            Position = new Position();

            // Set the initial position of the viewer to the same as the initial camera position.
            Position.SetPosition(new Vector3(cameraX, cameraY, cameraZ));

            // Create and initialize the FPS object.
            FPS = new FPS();
            FPS.Initialize();

            // Create and initialize the CPU.
            CPU = new CPU();
            CPU.Initialize();

            // Create the font shader object.
            FontShader = new FontShader();

            // Initialize the font shader object.
            if (!FontShader.Initialize(D3D.Device, windowHandle))
            {
                MessageBox.Show("Could not initialize font shader object", "Error", MessageBoxButtons.OK);
                return false;
            }

            // Create the text object.
            Text = new Text();
            if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
            {
                MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK);
                return false;
            }

            if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext))
            {
                MessageBox.Show("Could not set video card into the text object", "Error", MessageBoxButtons.OK);
                return false;
            }

            return true;
        }