// 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 { // 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); } }