Esempio n. 1
0
        /// <summary>
        /// Function to initialize the application.
        /// </summary>
        /// <returns>The main window for the application.</returns>
        private static FormMain Initialize()
        {
            GorgonExample.ResourceBaseDirectory   = new DirectoryInfo(Settings.Default.ResourceLocation);
            GorgonExample.PlugInLocationDirectory = new DirectoryInfo(Settings.Default.PlugInLocation);

            FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Depth");

            try
            {
                IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log);

                if (videoDevices.Count == 0)
                {
                    throw new GorgonException(GorgonResult.CannotCreate,
                                              "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system.");
                }

                // Find the best video device.
                _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First());

                _screen = new GorgonSwapChain(_graphics,
                                              window,
                                              new GorgonSwapChainInfo("Gorgon2D Depth Buffer Example")
                {
                    Width  = Settings.Default.Resolution.Width,
                    Height = Settings.Default.Resolution.Height,
                    Format = BufferFormat.R8G8B8A8_UNorm
                });

                _depthBuffer = GorgonDepthStencil2DView.CreateDepthStencil(_graphics, new GorgonTexture2DInfo(_screen.RenderTargetView)
                {
                    Binding = TextureBinding.DepthStencil,
                    Format  = BufferFormat.D24_UNorm_S8_UInt
                });

                // Tell the graphics API that we want to render to the "screen" swap chain.
                _graphics.SetRenderTarget(_screen.RenderTargetView, _depthBuffer);

                // Initialize the renderer so that we are able to draw stuff.
                _renderer = new Gorgon2D(_graphics);

                GorgonExample.LoadResources(_graphics);

                // Load our packed file system plug in.
                _assemblyCache = new GorgonMefPlugInCache(GorgonApplication.Log);
                _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.FileSystem.GorPack.dll");
                IGorgonPlugInService plugIns = new GorgonMefPlugInService(_assemblyCache);

                // Load the file system containing our application data (sprites, images, etc...)
                IGorgonFileSystemProviderFactory providerFactory = new GorgonFileSystemProviderFactory(plugIns, GorgonApplication.Log);
                IGorgonFileSystemProvider        provider        = providerFactory.CreateProvider("Gorgon.IO.GorPack.GorPackProvider");
                IGorgonFileSystem fileSystem = new GorgonFileSystem(provider, GorgonApplication.Log);

                // We can load the editor file system directly.
                // This is handy for switching a production environment where your data may be stored
                // as a compressed file, and a development environment where your data consists of loose
                // files.
                // fileSystem.Mount(@"D:\unpak\scratch\DeepAsAPuddle.gorPack\fs\");

                // For now though, we'll load the packed file.
                fileSystem.Mount(Path.Combine(GorgonExample.GetResourcePath(@"FileSystems").FullName, "Depth.gorPack"));

                // Get our sprites.  These make up the frames of animation for our Guy.
                // If and when there's an animation editor, we'll only need to create a single sprite and load the animation.
                IGorgonVirtualFile[] spriteFiles = fileSystem.FindFiles("/Sprites/", "*", true).ToArray();

                // Load our sprite data (any associated textures will be loaded as well).
                Dictionary <string, GorgonSprite> sprites = new Dictionary <string, GorgonSprite>(StringComparer.OrdinalIgnoreCase);

                for (int i = 0; i < spriteFiles.Length; i++)
                {
                    IGorgonVirtualFile file = spriteFiles[i];
                    (GorgonSprite sprite, GorgonTexture2D texture) = fileSystem.LoadSprite(_renderer, file.FullPath);

                    // The LoadSprite extension method will automatically find and load your associated texture if you're using
                    // a Gorgon editor file system. So it's important that you leep track of your textures, disposing of just
                    // the associated GorgonTexture2DView won't cut it here, so you'll need to dispose the actual texture resource
                    // when you're done with it.
                    if (!_textures.Contains(texture))
                    {
                        _textures.Add(texture);
                    }

                    // At super duper resolution, the example graphics would be really hard to see, so we'll scale them up.
                    sprite.Scale       = new DX.Vector2((_screen.Width / (_screen.Height / 2)) * 2.0f);
                    sprites[file.Name] = sprite;
                }

                _snowTile       = sprites["Snow"];
                _snowTile.Depth = 0.5f;

                _icicle       = sprites["Icicle"];
                _icicle.Depth = 0.2f;

                _guySprite       = sprites["Guy_Up_0"];
                _guySprite.Depth = 0.1f;
                _guyPosition     = new DX.Vector2(_screen.Width / 2 + _guySprite.ScaledSize.Width * 1.25f, _screen.Height / 2 + _guySprite.ScaledSize.Height);

                BuildAnimations(sprites);
            }
            finally
            {
                GorgonExample.EndInit();
            }

            return(window);
        }