// Methods. public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle) { try { // Create the input object. The input object will be used to handle reading the keyboard and mouse input from the user. 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); } // Create the position object. Position = new DPosition(); // Set the initial position and rotation of the viewer. Position.SetPosition(280.379f, 24.5225f, 367.018f); Position.SetRotation(19.6834f, 222.013f, 0.0f); // Create the camera object Camera = new DCamera(); // Initialize a base view matrix with the camera for 2D user interface rendering. Camera.SetPosition(0.0f, 0.0f, -10.0f); Camera.RenderBaseViewMatrix(); Matrix baseViewMatrix = Camera.BaseViewMatrix; // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.Direction = new Vector3(0.5f, -0.75f, 0.25f); // Create the model object. TerrainModel = new DTerrainHeightMap(); // Initialize the terrain object. if (!TerrainModel.Initialize(D3D.Device, "hm.bmp", "cm.bmp", 20.0f, "dirt04.bmp", "normal01.bmp")) { return(false); } // Create the color shader object. TerrainShader = new DTerrainShader(); //// Initialize the color shader object. if (!TerrainShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the sky dome object. SkyDome = new DSkyDome(); // Initialize the sky dome object. if (!SkyDome.Initialize(D3D.Device)) { return(false); } // Create the sky dome shader object. SkyDomeShader = new DSkyDomeShader(); // Initialize the sky dome shader object. if (!SkyDomeShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the sky plane object. SkyPlane = new DSkyPlane(); // Initialize the sky plane object. if (!SkyPlane.Initialze(D3D.Device, "cloud001.bmp", "perturb001.bmp")) { return(false); } // Create the sky plane shader object. SkyPlaneShader = new DSkyPlaneShader(); // Initialize the sky plane shader object. if (!SkyPlaneShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the fps object. FPS = new DFPS(); // Initialize the fps object. FPS.Initialize(); // Create the cpu object. CPU = new DCPU(); // Initialize the cpu object. CPU.Initialize(); // Create the text object. Text = new DText(); // Initialize the text object. if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { return(false); } // Set the video card information in the text object. if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext)) { return(false); } // Create the refraction render to texture object. RefractionTexture = new DRenderTexture(); // Initialize the refraction render to texture object. if (!RefractionTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the reflection render to texture object. ReflectionTexture = new DRenderTexture(); // Initialize the reflection render to texture object. if (!ReflectionTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the reflection shader object. ReflectionShader = new DReflectionShader(); // Initialize the reflection shader object. if (!ReflectionShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the water object. WaterModel = new DWater(); // Initialize the water object. if (!WaterModel.Initilize(D3D.Device, "waternormal.bmp", 3.75f, 110.0f)) { return(false); } // Create the water shader object. WaterShader = new DWaterShader(); // Initialize the water shader object. if (!WaterShader.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) { 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 and rotation of the camera; Camera.SetPosition(-10.0f, 6.0f, -10.0f); Camera.SetRotation(0.0f, 45.0f, 0.0f); #endregion #region Initialize Models // Create the ground model class. GroundModel = new DModel(); // Initialize the ground model object. if (!GroundModel.Initialize(D3D.Device, "ground.txt", new[] { "ground01.bmp" })) { MessageBox.Show("Could not initialize the ground model object", "Error", MessageBoxButtons.OK); return(false); } // Create the wall model class. WallModel = new DModel(); // Initialize the wall model object. if (!WallModel.Initialize(D3D.Device, "wall.txt", new[] { "wall01.bmp" })) { MessageBox.Show("Could not initialize the wall model object", "Error", MessageBoxButtons.OK); return(false); } // Create the bath model class. BathModel = new DModel(); // Initialize the bath model object. if (!BathModel.Initialize(D3D.Device, "bath.txt", new[] { "marble01.bmp" })) { MessageBox.Show("Could not initialize the bath model object", "Error", MessageBoxButtons.OK); return(false); } // Create the water model class. WaterModel = new DModel(); // Initialize the water model object. if (!WaterModel.Initialize(D3D.Device, "water.txt", new[] { "water01.bmp" })) { MessageBox.Show("Could not initialize the bath model object", "Error", MessageBoxButtons.OK); return(false); } // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.SetDirection(0.0f, -1.0f, 0.5f); Light.SetSpecularColor(0, 1, 1, 1); Light.SetSpecularPower(16); #endregion #region Initialize Data // Create the refraction render to texture object. RenderRefractionTexture = new DRenderTexture(); // Initialize the refraction render to texture object. if (!RenderRefractionTexture.Initialize(D3D.Device, configuration)) { MessageBox.Show("Could not initialize the refraction render to texture object.", "Error", MessageBoxButtons.OK); return(false); } // Create the refraction render to texture object. RenderReflectionTexture = new DRenderTexture(); // Initialize the refraction render to texture object. if (!RenderReflectionTexture.Initialize(D3D.Device, configuration)) { MessageBox.Show("Could not initialize the reflection render to texture object.", "Error", MessageBoxButtons.OK); return(false); } #endregion #region Initialize Shaders // Create the light shader object. LightShader = new DLightShader(); // Initialize the light shader object. if (!LightShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the light shader object.", "Error", MessageBoxButtons.OK); return(false); } // Create the refraction shader object. RefractionShader = new DRefractionShader(); // Initialize the refraction shader object. if (!RefractionShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the refraction shader object.", "Error", MessageBoxButtons.OK); return(false); } // Create the water shader object. WaterShader = new DWaterShader(); // Initialize the water shader object. if (!WaterShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the water shader object.", "Error", MessageBoxButtons.OK); return(false); } #endregion // Set the height of the water. WaterHeight = 2.75f; // Initialize the position of the water. WaterTranslation = 0f; 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) { 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 #region Initialize Models // Create the cube model object. CubeModel = new DModel(); // Initialize the cube model object. if (!CubeModel.Initialize(D3D.Device, "cube.txt", "wall01.bmp")) { return(false); } // Set the position for the cube model. CubeModel.SetPosition(-2.0f, 2.0f, 0.0f); // Create the sphere model object. SphereModel = new DModel(); // Initialize the sphere model object. if (!SphereModel.Initialize(D3D.Device, "sphere.txt", "ice01.bmp")) { return(false); } // Set the position for the sphere model. SphereModel.SetPosition(2.0f, 2.0f, 0.0f); // Create the ground model object. GroundModel = new DModel(); // Initialize the ground model object. if (!GroundModel.Initialize(D3D.Device, "plane01.txt", "metal001.bmp")) { return(false); } // Set the position for the ground model. GroundModel.SetPosition(0.0f, 1.0f, 0.0f); #endregion #region Data variables. // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.SetLookAt(0.0f, 0.0f, 0.0f); Light.GenerateProjectionMatrix(); // Create the second light object. Light2 = new DLight(); // Initialize the second light object. Light2.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light2.SetLookAt(0.0f, 0.0f, 0.0f); Light2.GenerateProjectionMatrix(); // Set the position of the first & second lights. Light.Position = new Vector3(5.0f, 3.0f, -2.0f); Light2.Position = new Vector3(-5.0f, 3.0f, -2.0f); // Create the render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the second render to texture object. RenderTexture2 = new DRenderTexture(); // Initialize the second render to texture object. if (!RenderTexture2.Initialize(D3D.Device, configuration)) { return(false); } #endregion #region Initialize Shaders // Create the depth shader object. DepthShader = new DDepthShader(); // Initialize the depth shader object. if (!DepthShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the shadow shader object. ShadowShader = new DShadowShader(); // Initialize the shadow shader object. if (!ShadowShader.Initialize(D3D.Device, windowHandle)) { return(false); } #endregion 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) { 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); Camera.RenderBaseViewMatrix(); #endregion #region Initialize Models // Create the cube model object. CubeModel = new DModel(); // Initialize the cube model object. if (!CubeModel.Initialize(D3D.Device, "cube.txt", "wall01.bmp")) { return(false); } // Set the position for the cube model. CubeModel.SetPosition(-2.0f, 2.0f, 0.0f); // Create the sphere model object. SphereModel = new DModel(); // Initialize the sphere model object. if (!SphereModel.Initialize(D3D.Device, "sphere.txt", "ice01.bmp")) { return(false); } // Set the position for the sphere model. SphereModel.SetPosition(2.0f, 2.0f, 0.0f); // Create the ground model object. GroundModel = new DModel(); // Initialize the ground model object. if (!GroundModel.Initialize(D3D.Device, "plane01.txt", "metal001.bmp")) { return(false); } // Set the position for the ground model. GroundModel.SetPosition(0.0f, 1.0f, 0.0f); #endregion #region Data variables. // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.SetLookAt(0.0f, 0.0f, 0.0f); Light.GenerateProjectionMatrix(); // Create the render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, 1024, 1024, DSystemConfiguration.ScreenDepth, DSystemConfiguration.ScreenNear)) { return(false); } // Create the depth shader object. DepthShader = new DDepthShader(); // Initialize the depth shader object. if (!DepthShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the black and white render to texture object. BlackWhiteRenderTexture = new DRenderTexture(); // Initialize the black and white render to texture object. if (!BlackWhiteRenderTexture.Initialize(D3D.Device, 1024, 1024, DSystemConfiguration.ScreenDepth, DSystemConfiguration.ScreenNear)) { return(false); } #endregion #region Initialize Shaders // Create the shadow shader object. ShadowShader = new DShadowShader(); // Initialize the shadow shader object. if (!ShadowShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Set the size to sample down to. int downSampleWidth = 1024 / 2; int downSampleHeight = 1024 / 2; // Create the down sample render to texture object. DownSampleTexure = new DRenderTexture(); // Initialize the down sample render to texture object. if (!DownSampleTexure.Initialize(D3D.Device, downSampleWidth, downSampleHeight, DSystemConfiguration.ScreenDepth, DSystemConfiguration.ScreenNear)) { return(false); } // Create the small ortho window object. SmallWindow = new DOrthoWindow(); // Initialize the small ortho window object. if (!SmallWindow.Initialize(D3D.Device, downSampleWidth, downSampleHeight)) { 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 horizontal blur render to texture object. HorizontalBlurTexture = new DRenderTexture(); // Initialize the horizontal blur render to texture object. if (!HorizontalBlurTexture.Initialize(D3D.Device, downSampleWidth, downSampleHeight, DSystemConfiguration.ScreenDepth, 0.1f)) { 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, downSampleWidth, downSampleHeight, DSystemConfiguration.ScreenDepth, 0.1f)) { 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, 1024, 1024, DSystemConfiguration.ScreenDepth, 0.1f)) { return(false); } // Create the full screen ortho window object. FullScreenWindow = new DOrthoWindow(); // Initialize the full screen ortho window object. if (!FullScreenWindow.Initialize(D3D.Device, 1024, 1024)) { return(false); } // Create the soft shadow shader object. SoftShadowShader = new DSoftShadowShader(); // Initialize the soft shadow shader object. if (!SoftShadowShader.Initialize(D3D.Device, windowHandle)) { return(false); } #endregion 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. 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, string appTitle, int testTimeSeconds) { 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); } // Create the timer object. Timer = new DTimer(); // Initialize the timer object. if (!Timer.Initialize()) { return(false); } // Create the position object. Position = new DPosition(); // Set the initial position. Position.SetPosition(0.0f, 7.0f, -11.0f); Position.SetRotation(20.0f, 0.0f, 0.0f); #endregion #region Initialize Camera // Create the camera object Camera = new DCamera(); // Create the light object. Light = new DLight(); // Initialize the light object. Light.GenerateOrthoMatrix(15.0f, 15.0f, SHADOWMAP_DEPTH, SHADOWMAP_NEAR); #endregion // Create the ground model object. GroundModel = new DModel(); // Initialize the ground model object. if (!GroundModel.Initialize(D3D.Device, "plane01.txt", "dirt.bmp", 2.0f)) { return(false); } // Set the position for the ground model. GroundModel.SetPosition(0.0f, 1.0f, 0.0f); // Create the tree object. TreeModel = new DTreeModel(); // Initialize the shadow shader object. if (!TreeModel.Initialize(D3D.Device, "trunk001.txt", "trunk001.bmp", "leaf001.txt", "leaf001.bmp", 0.1f)) { return(false); } // Set the position for the tree model. TreeModel.SetPosition(0.0f, 1.0f, 0.0f); // Create the render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, SHADOWMAP_DEPTH, SHADOWMAP_NEAR)) { return(false); } // Create the depth shader object. DepthShader = new DDepthShader(); // Initialize the depth shader object. if (!DepthShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the transparent depth shader object. TransparentDepthShader = new DTransparentDepthShader(); // Initialize the transparent depth shader object. if (!TransparentDepthShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the shadow shader object. ShadowShader = new DShadowShader(); // Initialize the shadow shader object. if (!ShadowShader.Initialize(D3D.Device, windowHandle)) { return(false); } DPerfLogger.Initialize("WinForms C# SharpDX: " + configuration.Width + "x" + configuration.Height + " VSync:" + DSystemConfiguration.VerticalSyncEnabled + " FullScreen:" + DSystemConfiguration.FullScreen + " " + appTitle, testTimeSeconds, configuration.Width, configuration.Height); 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. 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 #region Initialize Models // Create the Flat Plane model class. Model = new DModel(); // Create the floor model object. if (!Model.Initialize(D3D.Device, "cube.txt", "seafloor.bmp")) { MessageBox.Show("Could not initialize the ground model object", "Error", MessageBoxButtons.OK); return(false); } #endregion #region Initialize Shaders // Create the texture shader object. TextureShader = new DTextureShader(); // Create the texture shader object. if (!TextureShader.Initialize(D3D.Device, windowHandle)) { 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 shader object. VerticalBlurShader = new DVerticalBlurShader(); // Initialize the vertical blur shader object. if (!VerticalBlurShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the down sample render to texture object. DownSampleTexure = new DRenderTexture(); // Temporarily alter Texture widths for small Down Sampled RenderTextures. int fullSizeWidth = configuration.Width; int fullScreenHeight = configuration.Height; configuration.Width /= 2; configuration.Height /= 2; // Initialize the down sample render to texture object. if (!DownSampleTexure.Initialize(D3D.Device, configuration)) { 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)) { 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)) { return(false); } // Put back the setting for other RenderTexture objects to its fell screen resultion settings. configuration.Width = fullSizeWidth; configuration.Height = fullScreenHeight; // 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)) { return(false); } // Create the small ortho window object. SmallWindow = new DOrthoWindow(); // Initialize the small ortho window object at half the width and height of a full screen. if (!SmallWindow.Initialize(D3D.Device, configuration.Width / 2, configuration.Height / 2)) { 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); } #endregion 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) { try { // Create the Direct3D object. D3D = new DDX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { return(false); } // Create the camera object Camera = new DCamera(); // Initialize a base view matrix the camera for 2D user interface rendering. Camera.SetPosition(0, 0, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // 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 light shader object. LightShader = new DLightShader(); // Initialize the light shader object. if (!LightShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the light shader", "Error", MessageBoxButtons.OK); return(false); } // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetDiffuseColor(1, 1, 1, 1f); Light.SetDirection(0, 0, 1); // Create the render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the debug window object. DebugWindow = new DDebugWindow(); // Initialize the debug window object. * configuration.Height / configuration.Width if (!DebugWindow.Initialize(D3D.Device, configuration.Width, configuration.Height, 100, 100)) { MessageBox.Show("Could not initialize the debug window object.", "Error", MessageBoxButtons.OK); return(false); } // Create the texture shader object. TextureShader = new DTextureShader(); // Initialize the texture shader object. if (!TextureShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the texture shader object.", "Error", MessageBoxButtons.OK); return(false); } Camera.SetPosition(0, 0, -5); 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) { 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(0.0f, 0.0f, -5.0f); #endregion #region Initialize Models // Create the Flat Plane model class. Model = new DModel(); // Initialize the ground model object. if (!Model.Initialize(D3D.Device, "cube.txt", new[] { "seafloor.bmp", "bump03.bmp" })) { MessageBox.Show("Could not initialize the ground model object", "Error", MessageBoxButtons.OK); return(false); } // Create the wall model class. WindowModel = new DModel(); // Initialize the wall model object. if (!WindowModel.Initialize(D3D.Device, "square.txt", new[] { "glass01.bmp", "bump03.bmp" })) { MessageBox.Show("Could not initialize the wall model object", "Error", MessageBoxButtons.OK); return(false); } // Create the render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. RenderTexture.Initialize(D3D.Device, configuration); #endregion #region Initialize Shaders // Create the texture shader object. TextureShader = new DTextureShader(); // Initialize the texture shader object. TextureShader.Initialize(D3D.Device, windowHandle); // Create the glass shader object. GlassShader = new DGlassShader(); // Initialize the glass shader object. GlassShader.Initialize(D3D.Device, windowHandle); #endregion 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) { 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); } }
// Methods. public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle) { try { // Create the input object. The input object will be used to handle reading the keyboard and mouse input from the user. Input = new DInput(); // Initialize the input object. if (!Input.Initialize(configuration, windowHandle)) { return(false); } // Create the Direct3D object. D3D = new DDX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { return(false); } // Create the camera object Camera = new DCamera(); // Initialize a base view matrix with the camera for 2D user interface rendering. Camera.SetPosition(0.0f, 0.0f, -10.0f); Camera.RenderBaseViewMatrix(); Matrix baseViewMatrix = Camera.BaseViewMatrix; // Set the initial position of the camera. Camera.SetPosition(100.0f, 2.0f, 5.0f); // Create the model object. TerrainModel = new DTerrain(); // Initialize the terrain object. if (!TerrainModel.Initialize(D3D.Device, "heightmap01.bmp", "dirt02.bmp", "colorm01.bmp", "detail001.bmp")) { return(false); } // Create the position object. Position = new DPosition(); // Set the initial position of the viewer to the same as the initial camera position. Position.SetPosition(Camera.GetPosition().X, Camera.GetPosition().Y, Camera.GetPosition().Z); // Create the fps object. FPS = new DFPS(); // Initialize the fps object. FPS.Initialize(); // Create the cpu object. CPU = new DCPU(); // Initialize the cpu object. CPU.Initialize(); // Create the text object. Text = new DText(); // Initialize the text object. if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { return(false); } // Set the video card information in the text object. if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext)) { return(false); } // Create the terrain shader object. TerrainShader = new DTerrainShader(); // Initialize the terrain shader object. if (!TerrainShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetAmbientColor(0.05f, 0.05f, 0.05f, 1.0f); Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.Direction = new Vector3(-0.5f, -1.0f, 0.0f); // Create the debug window bitmap object. DebugWindow = new DDebugWindow(); // Initialize the debug window bitmap object. if (!DebugWindow.Initialize(D3D.Device, configuration.Width, configuration.Height, 256, 256)) { 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 render to texture object. RenderTexture = new DRenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the depth shader object. DepthShader = new DDepthShader(); // Initialize the depth shader object. if (!DepthShader.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) { 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 model class. FloorModel = new DModel(); // Initialize the model object. if (!FloorModel.Initialize(D3D.Device, "floor.txt", new[] { "blue01.bmp" })) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return(false); } #endregion #region Initialize Shaders // 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 Reflection shader object. ReflectionShader = new DReflectionShader(); // Initialize the shader object. if (!ReflectionShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the 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 return(true); } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return(false); } }