Example #1
0
        public static void Initialize(GlobalInit initStruct)
        {
            // subsystem initialization

            // initialize low level system
            // File System
            m_FileSystem = new Filesystem.FileSystem();
            m_FileSystem.Initialize();

            // graphic
            m_Device3d = new GraphicDevice.Direct3d11.Device3dD3d11();
            Device3dInit dev3dInit = new Device3dInit();
            dev3dInit.hWindow = initStruct.hWindow;
            dev3dInit.iScreenWidth = initStruct.hWindow.ClientSize.Width;
            dev3dInit.iScreenHeight = initStruct.hWindow.ClientSize.Height;
            m_Device3d.Initialize(dev3dInit);

            // input
            m_InputManager = new Input.CInputManager();
            m_InputManager.Initialize(initStruct.hWindow);

            // application time
            m_AppTimer = new CAccumTimer();
            m_AppTimer.Start();

            // initialize high level
            // world
            m_World = new World.CWorld();

            // scene
            m_Scene = new Scene.Scene();
            m_Scene.Load();
            m_Scene.CurrWorld = m_World;
        }
Example #2
0
        public static void Initialize(GlobalInit initStruct)
        {
            // subsystem initialization

            // initialize low level system
            // File System
            m_FileSystem = new Filesystem.FileSystem();
            m_FileSystem.Initialize();

            // graphic
            m_Device3d = new GraphicDevice.Direct3d11.Device3dD3d11();
            Device3dInit dev3dInit = new Device3dInit();

            dev3dInit.hWindow       = initStruct.hWindow;
            dev3dInit.iScreenWidth  = initStruct.hWindow.ClientSize.Width;
            dev3dInit.iScreenHeight = initStruct.hWindow.ClientSize.Height;
            m_Device3d.Initialize(dev3dInit);

            // input
            m_InputManager = new Input.CInputManager();
            m_InputManager.Initialize(initStruct.hWindow);

            // application time
            m_AppTimer = new CAccumTimer();
            m_AppTimer.Start();

            // initialize high level
            // world
            m_World = new World.CWorld();

            // scene
            m_Scene = new Scene.Scene();
            m_Scene.Load();
            m_Scene.CurrWorld = m_World;
        }
Example #3
0
        public void Initialize(Device3dInit initStruct)
        {
            // store info from initStruct
            m_hWindow = initStruct.hWindow;

            // device state
            m_CurrRenderTargets = new RenderTargetView[4];
            m_CurrViewports     = new Viewport[4];

            {
                // swap chain
                var desc = new SwapChainDescription()
                {
                    BufferCount       = 1,
                    ModeDescription   = new ModeDescription(initStruct.iScreenWidth, initStruct.iScreenHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    IsWindowed        = true,
                    OutputHandle      = m_hWindow.Handle,
                    SampleDescription = new SampleDescription(1, 0),
                    SwapEffect        = SwapEffect.Discard,
                    Usage             = Usage.RenderTargetOutput
                };
                // create device and swap chain
                DeviceCreationFlags flags = DeviceCreationFlags.Debug;
                SlimDXDevice11.CreateWithSwapChain(DriverType.Hardware, flags, desc, out m_D3dDevice, out m_SwapChain);

                // [Q] what SetWindowAssociation() is about?
#warning "[Q] what SetWindowAssociation() is about?"
                m_D3dDevice.Factory.SetWindowAssociation(initStruct.hWindow.Handle, WindowAssociationFlags.IgnoreAll);
            }

            // create back buffers
            Texture2D backBuffer       = Texture2D.FromSwapChain <Texture2D>(m_SwapChain, 0);
            var       renderTargetView = new RenderTargetView(m_D3dDevice, backBuffer);
            m_RTVList.Add("BackBuffer", renderTargetView);
            // create depth buffer
            CreateDepthStencilBuffer(new CreateDepthStencilBufferCmd()
            {
                Name   = "BackBuffer",
                Width  = m_hWindow.ClientSize.Width,
                Height = m_hWindow.ClientSize.Height
            });

            // create viewport
            var viewport = new Viewport(0.0f, 0.0f, m_hWindow.ClientSize.Width, m_hWindow.ClientSize.Height, 0.0f, 1.0f);
            m_ViewportList.Add("Default", viewport);
            SetViewport("Default");

            // set our render pipeline to the default state
            m_D3dDevice.ImmediateContext.Rasterizer.SetViewports(m_CurrViewports);
            m_D3dDevice.ImmediateContext.OutputMerger.SetTargets(m_CurrDepthStencil, m_CurrRenderTargets);

            // success
            Debug.Helper.Log("Device3d D3d11 is successfully initialized");
        }
Example #4
0
        public void Initialize(Device3dInit initStruct)
        {
            // store info from initStruct
            m_hWindow = initStruct.hWindow;

            // device state
            m_CurrRenderTargets = new RenderTargetView[4];
            m_CurrViewports = new Viewport[4];

            {
                // swap chain
                var desc = new SwapChainDescription()
                {
                    BufferCount = 1,
                    ModeDescription = new ModeDescription(initStruct.iScreenWidth, initStruct.iScreenHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    IsWindowed = true,
                    OutputHandle = m_hWindow.Handle,
                    SampleDescription = new SampleDescription(1, 0),
                    SwapEffect = SwapEffect.Discard,
                    Usage = Usage.RenderTargetOutput
                };
                // create device and swap chain
                DeviceCreationFlags flags = DeviceCreationFlags.Debug;
                SlimDXDevice11.CreateWithSwapChain(DriverType.Hardware, flags, desc, out m_D3dDevice, out m_SwapChain);

                // [Q] what SetWindowAssociation() is about?
            #warning "[Q] what SetWindowAssociation() is about?"
                m_D3dDevice.Factory.SetWindowAssociation(initStruct.hWindow.Handle, WindowAssociationFlags.IgnoreAll);
            }

            // create back buffers
            Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(m_SwapChain, 0);
            var renderTargetView = new RenderTargetView(m_D3dDevice, backBuffer);
            m_RTVList.Add("BackBuffer", renderTargetView);
            // create depth buffer
            CreateDepthStencilBuffer(new CreateDepthStencilBufferCmd()
            {
                Name = "BackBuffer",
                Width = m_hWindow.ClientSize.Width,
                Height = m_hWindow.ClientSize.Height
            } );

            // create viewport
            var viewport = new Viewport(0.0f, 0.0f, m_hWindow.ClientSize.Width, m_hWindow.ClientSize.Height, 0.0f, 1.0f);
            m_ViewportList.Add("Default", viewport);
            SetViewport("Default");

            // set our render pipeline to the default state
            m_D3dDevice.ImmediateContext.Rasterizer.SetViewports(m_CurrViewports);
            m_D3dDevice.ImmediateContext.OutputMerger.SetTargets(m_CurrDepthStencil, m_CurrRenderTargets);

            // success
            Debug.Helper.Log("Device3d D3d11 is successfully initialized");
        }