// 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);
            }
        }
Example #2
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 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);
            }
        }