// Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            // Set the size to sample down to.
            int downSampleWidth  = configuration.Width / 2;
            int downSampleHeight = configuration.Height / 2;

            try
            {
                #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }
                #endregion

                #region Initialize Camera
                // Create the camera object
                Camera = new DCamera();

                // Set the initial position of the camera.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                #endregion

                // Create the texture shader object.
                TextureShader = new DTextureShader();

                // Create the texture shader object.
                if (!TextureShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the bitmap object.
                BitMap = new DBitmap();

                // Initialize the bitmap object.
                if (!BitMap.Initialize(D3D.Device, configuration.Width, configuration.Height, "test.bmp", "glowmap.bmp", 256, 32))
                {
                    return(false);
                }

                // Create the render to texture object.
                RenderTexture = new DRenderTexture();

                // Initialize the render to texture object.
                if (!RenderTexture.Initialize(D3D.Device, configuration.Width, configuration.Height, DSystemConfiguration.ScreenNear, DSystemConfiguration.ScreenDepth))
                {
                    return(false);
                }

                // Create the down sample render to texture object.
                DownSampleTexture = new DRenderTexture();

                // Initialize the down sample render to texture object.
                if (!DownSampleTexture.Initialize(D3D.Device, configuration.Width / 2, configuration.Height / 2, DSystemConfiguration.ScreenNear, DSystemConfiguration.ScreenDepth))
                {
                    return(false);
                }

                // Create the small ortho window object.
                SmallWindow = new DOrthoWindow();

                // Initialize the small ortho window object.
                if (!SmallWindow.Initialize(D3D.Device, configuration.Width / 2, configuration.Height / 2))
                {
                    return(false);
                }

                // Create the horizontal blur render to texture object.
                HorizontalBlurTexture = new DRenderTexture();

                // Initialize the horizontal blur render to texture object.
                if (!HorizontalBlurTexture.Initialize(D3D.Device, configuration.Width / 2, configuration.Height / 2, DSystemConfiguration.ScreenNear, DSystemConfiguration.ScreenDepth))
                {
                    return(false);
                }

                // Create the horizontal blur shader object.
                HorizontalBlurShader = new DHorizontalBlurShader();

                // Initialize the horizontal blur shader object.
                if (!HorizontalBlurShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the vertical blur render to texture object.
                VerticalBlurTexture = new DRenderTexture();

                // Initialize the vertical blur render to texture object.
                if (!VerticalBlurTexture.Initialize(D3D.Device, configuration.Width / 2, configuration.Height / 2, DSystemConfiguration.ScreenNear, DSystemConfiguration.ScreenDepth))
                {
                    return(false);
                }

                // Create the vertical blur shader object.
                VerticalBlurShader = new DVerticalBlurShader();

                // Initialize the vertical blur shader object.
                if (!VerticalBlurShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the up sample render to texture object.
                UpSampleTexure = new DRenderTexture();

                // Initialize the up sample render to texture object.
                if (!UpSampleTexure.Initialize(D3D.Device, configuration.Width, configuration.Height, DSystemConfiguration.ScreenNear, DSystemConfiguration.ScreenDepth))
                {
                    return(false);
                }

                // Create the full screen ortho window object.
                FullScreenWindow = new DOrthoWindow();

                // Initialize the full screen ortho window object.
                if (!FullScreenWindow.Initialize(D3D.Device, configuration.Width, configuration.Height))
                {
                    return(false);
                }

                // Create the glow map shader object.
                GlowMapShader = new DGlowMapShader();

                // Initialize the glow map shader object.
                if (!GlowMapShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the glow shader object.
                GlowShader = new DGlowShader();

                // Initialize the glow shader object.
                if (!GlowShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            // Set the size to sample down to.
            screenWidth  = configuration.Width;
            screenHeight = configuration.Height;

            try
            {
                // Create the input object.
                Input = new DInput();

                // Initialize the input object.
                if (!Input.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }
                #endregion

                #region Initialize Camera
                // Create the camera object
                Camera = new DCamera();

                // Set the initial position of the camera.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                Camera.Render();
                #endregion

                // Create the model object.
                Model = new DModel();

                // Initialize the model object.
                if (!Model.Initialize(D3D.Device, "sphere.txt", "blue.bmp"))
                {
                    return(false);
                }

                // Create the texture shader object.
                TextureShader = new DTextureShader();

                // Initialize the texture shader object.
                if (!TextureShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

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

                // Initialize the light shader object.
                if (!LightShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.Direction = new Vector3(0.0f, 0.0f, 1.0f);

                // Create the text object.
                Text = new DTextClass();

                // Initialize the text object.
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, Camera.ViewMatrix))
                {
                    return(false);
                }

                // Create the bitmap object as the mouse pointer.
                BitMap = new DBitmap();

                // Initialize the bitmap object.
                if (!BitMap.Initialize(D3D.Device, configuration.Width, configuration.Height, "mouse.bmp", 32, 32))
                {
                    return(false);
                }

                // Initialize that the user has not clicked on the screen to try an intersection test yet.
                beginMouseChexk = false;

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
Ejemplo n.º 3
0
        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }
                #endregion

                #region Initialize Camera
                // Create the camera object
                Camera = new DCamera();

                // Set the position of the camera;
                Camera.SetPosition(0, 0, -10);
                #endregion

                #region Initialize Models
                // Create the model class.
                Model = new DModel();

                // Initialize the model object.
                if (!Model.Initialize(D3D.Device, "Cube.txt", new[] { "seafloor.bmp" }))
                {
                    MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the bitmap object.
                Bitmap = new DBitmap();

                // Initialize the model object.
                if (!Bitmap.Initialize(D3D.Device, configuration.Width, configuration.Height, configuration.Width, configuration.Height))
                {
                    MessageBox.Show("Could not initialize the bitmap object", "Error", MessageBoxButtons.OK);
                    return(false);
                }
                #endregion

                #region Initialize Shader
                // Create the shader object.
                TextureShader = new DTextureShader();

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

                // Create the shader object.
                FadeShader = new DFadeShader();

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

                #region Initialize Data
                // Create the render to texture object.
                RenderTexture = new DRenderTexture();

                // Initialize the render to texture object.
                if (!RenderTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }
                #endregion

                #region Initialize Variables
                // Set the fade in time to 3000 milliseconds
                FadeInTime = 5000;
                // Initialize the accumulated time to zero milliseconds.
                AccumulatedTime = 0;
                // Initialize the fade percentage to zero at first so the scene is black.
                FadePercentage = 0;
                // Set the fading in effect to not done.
                FadeDone = false;
                #endregion

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }