// 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 shader manager object.
                ShaderManager = new DShaderManager();

                // Initialize the shader manager object.
                if (!ShaderManager.Initilize(D3D, windowHandle))
                {
                    return(false);
                }

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

                // Set the initial position and rotation of the viewer.
                Position.SetPosition(0.0f, 1.5f, -4.0f);
                Position.SetRotation(15.0f, 0.0f, 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.Render();
                Camera.RenderBaseViewMatrix();

                // Create the fps object.
                FPS = new DFPS();

                //// Initialize the fps object.
                FPS.Initialize();

                // Create the user interface object.
                UserInterface = new DUserInterface();

                // Initialize the user interface object.
                if (!UserInterface.Initialize(D3D, configuration))
                {
                    return(false);
                }

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

                // Initialize the ground model object.
                if (!GroundModel.Initialize(D3D.Device, "plane01.txt", "rock015.bmp"))
                {
                    return(false);
                }

                // Create the foliage object.
                Foliage = new DFoliage();

                // Initialize the foliage object.
                if (!Foliage.Initialize(D3D.Device, "grass01.bmp", 500))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
        // Methods
        public bool Initialize(DDX11 D3Ddevice, DSystemConfiguration configuration)
        {
            // Create the first font object.
            Font1 = new DFont();

            // Initialize the first font object.
            if (!Font1.Initialize(D3Ddevice.Device, "font01.txt", "font01.bmp", 32.0f, 3))
            {
                return(false);
            }

            // Create the text object for the fps string.
            FpsString = new DText();

            // Initialize the fps text string.
            if (!FpsString.Initialize(D3Ddevice.Device, Font1, configuration, 16, "FPS: 0", 10, 50, 0.0f, 1.0f, 0.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            // Initial the previous frame fps.
            PreviousFPS = -1;

            // Create the text objects for the position strings.
            PositionStrings = new DText[6];
            for (int i = 0; i < PositionStrings.Length; i++)
            {
                PositionStrings[i] = new DText();
            }

            // Initialize the position text strings.
            if (!PositionStrings[0].Initialize(D3Ddevice.Device, Font1, configuration, 16, "X: 0", 10, 90, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[1].Initialize(D3Ddevice.Device, Font1, configuration, 16, "Y: 0", 10, 110, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[2].Initialize(D3Ddevice.Device, Font1, configuration, 16, "Z: 0", 10, 130, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[3].Initialize(D3Ddevice.Device, Font1, configuration, 16, "rX: 0", 10, 170, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[4].Initialize(D3Ddevice.Device, Font1, configuration, 16, "rY: 0", 10, 190, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[5].Initialize(D3Ddevice.Device, Font1, configuration, 16, "rZ: 0", 10, 210, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            // Initialize the previous frame position.
            PreviousPositions = new int[6];
            VideoStrings      = new DText[2];
            for (int i = 0; i < VideoStrings.Length; i++)
            {
                VideoStrings[i] = new DText();
            }

            // Initialize the position text strings.
            if (!VideoStrings[0].Initialize(D3Ddevice.Device, Font1, configuration, 256, D3Ddevice.VideoCardDescription, 10, 10, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!VideoStrings[1].Initialize(D3Ddevice.Device, Font1, configuration, 64, D3Ddevice.VideoCardMemory.ToString(), 10, 30, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            // Create the text objects for the render count strings.
            RenderCountStrings = new DText[3];
            for (int i = 0; i < RenderCountStrings.Length; i++)
            {
                RenderCountStrings[i] = new DText();
            }
            // Initialize the render count strings.
            if (!RenderCountStrings[0].Initialize(D3Ddevice.Device, Font1, configuration, 32, "Polys Drawn: 0", 10, 250, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!RenderCountStrings[1].Initialize(D3Ddevice.Device, Font1, configuration, 32, "Cells Drawn: 0", 10, 270, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!RenderCountStrings[2].Initialize(D3Ddevice.Device, Font1, configuration, 32, "Cells Culled: 0", 10, 290, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            // Create the mini-map object.
            MiniMap = new DMiniMap();
            // Initialize the mini-map object.
            if (!MiniMap.Initialize(D3Ddevice.Device, D3Ddevice.DeviceContext, configuration, 1025, 1025))
            {
                return(false);
            }

            return(true);
        }
Esempio n. 3
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        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            // 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 shader manager object.
            ShaderManager = new DShaderManager();
            // Initialize the shader manager object.
            if (!ShaderManager.Initilize(D3D, windowHandle))
            {
                return(false);
            }

            // Create the texture manager object.
            TextureManager = new DTextureManager();
            // Initialize the texture manager object.
            if (!TextureManager.Initialize(10))
            {
                return(false);
            }
            // Load textures into the texture manager.
            if (!TextureManager.LoadTexture(D3D.Device, D3D.DeviceContext, "dirt01d.bmp", 0))
            {
                return(false);
            }
            if (!TextureManager.LoadTexture(D3D.Device, D3D.DeviceContext, "dirt01n.bmp", 1))
            {
                return(false);
            }

            // Create and initialize Timer.
            Timer = new DTimer();
            if (!Timer.Initialize())
            {
                return(false);
            }

            // Create the fps object.
            FPS = new DFPS();
            FPS.Initialize();

            // Create and Initialize the Zone object.
            Zone = new DZone();
            if (!Zone.Initialze(D3D, windowHandle, configuration))
            {
                return(false);
            }

            return(true);
        }
        // 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 camera object
                Camera = new DCamera();

                // Initialize a base view matrix with the camera for 2D user interface rendering.
                Camera.SetPosition(0.0f, 0.0f, -1.0f);
                Camera.Render();
                Matrix baseViewMatrix = Camera.ViewMatrix;

                // Set the initial position of the camera. (Since the ViewMatrix is already created from a base position.)
                Camera.SetPosition(40.0f, 2.0f, -7.0f);

                // Create the model object.
                TerrainModel = new DTerrain();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "heightmap01.bmp", "dirt03.bmp", "colorm01.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 color shader object.
                TerrainShader = new DTerrainShader();

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

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

                // Get the size of the terrain as the minimap will require this information.
                int textureWidth  = TerrainModel.TextureWidth;
                int textureHeight = TerrainModel.TextureHeight;

                // Create the mini map object.
                MiniMap = new DMiniMapClass();

                // Initialize the mini map object.
                if (!MiniMap.Initialize(D3D.Device, windowHandle, configuration.Width, configuration.Height, baseViewMatrix, (float)(textureWidth - 1), (float)(textureHeight - 1)))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
Esempio n. 5
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        // 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
            {
                // 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(15.0f, 13.0f, 20.0f);
                Position.SetRotation(25.0f, 180.0f, 0.0f);

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

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

                // Initialize the light object.
                Light.Direction = new Vector3(0.5f, -0.75f, 0.0f);

                // Create the model object.
                TerrainModel = new DTerrainHeightMap();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "hm01.bmp", 10.0f))
                {
                    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 first color texture object.
                ColourTexture1 = new DTexture();

                // Load the first color texture object.
                if (!ColourTexture1.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "dirt001.bmp"))
                {
                    return(false);
                }

                // Create the second color texture object.
                ColourTexture2 = new DTexture();

                // Load the second color texture object.
                if (!ColourTexture2.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "dirt004.bmp"))
                {
                    return(false);
                }

                // Create the third color texture object.
                ColourTexture3 = new DTexture();

                // Load the third color texture object.
                if (!ColourTexture3.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "dirt002.bmp"))
                {
                    return(false);
                }

                // Create the fourth color texture object.
                ColourTexture4 = new DTexture();

                // Load the forth color texture object.
                if (!ColourTexture4.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "stone001.bmp"))
                {
                    return(false);
                }

                // Create the first alpha texture object.
                AlphaTexture1 = new DTexture();

                // Load the first alpha texture object.
                if (!AlphaTexture1.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "alphaRoad001.bmp"))
                {
                    return(false);
                }

                // Create the first normal texture object.
                NormalTexture1 = new DTexture();

                // Load the first alpha/Normal texture object.
                if (!NormalTexture1.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "normal001.bmp"))
                {
                    return(false);
                }

                // Create the second normal texture object.
                NormalTexture2 = new DTexture();

                // Load the second alpha/Normal texture object.
                if (!NormalTexture2.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "normal002.bmp"))
                {
                    return(false);
                }

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