/// <summary> /// Initialize /// </summary> protected override void Initialize() { #if !XBOX360 // Add screenshot capturer. Note: Don't do this in constructor, // we need the correct window name for screenshots! this.Components.Add(new ScreenshotCapturer(this)); #endif base.Initialize(); GameSettings.Initialize(); ApplyResolutionChange(); Sound.SetVolumes(GameSettings.Default.SoundVolume, GameSettings.Default.MusicVolume); //Init the static screens Highscores.Initialize(); // Replaces static Constructors with simple inits. Log.Initialize(); // Set depth format backBufferDepthFormat = graphicsManager.PreferredDepthStencilFormat; // Update resolution if it changes graphicsManager.DeviceReset += graphics_DeviceReset; graphics_DeviceReset(null, EventArgs.Empty); // Create matrices for our shaders, this makes it much easier // to manage all the required matrices since there is no fixed // function support and theirfore no Device.Transform class. WorldMatrix = Matrix.Identity; // ViewMatrix is updated in camera class ViewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, 250), Vector3.Zero, Vector3.Up); // Projection matrix is set by DeviceReset // Init global manager classes, which will be used all over the place ^^ lineManager2D = new LineManager2D(); lineManager3D = new LineManager3D(); ui = new UIRenderer(); }
/// <summary> /// Initialize /// </summary> protected override void Initialize() { #if !XBOX360 // Add screenshot capturer. Note: Don't do this in constructor, // we need the correct window name for screenshots! this.Components.Add(new ScreenshotCapturer(this)); #endif base.Initialize(); // Set device and resolution device = graphicsManager.GraphicsDevice; width = device.Viewport.Width;//Window.ClientBounds.Width; height = device.Viewport.Height;//Window.ClientBounds.Height; RenderToTexture.InitializeDepthBufferFormatAndMultisampling( graphicsManager.PreferredDepthStencilFormat); // Update resolution if it changes Window.ClientSizeChanged += new EventHandler(Window_ClientSizeChanged); graphicsManager.DeviceReset += new EventHandler(graphics_DeviceReset); graphics_DeviceReset(null, EventArgs.Empty); // Create matrices for our shaders, this makes it much easier // to manage all the required matrices since there is no fixed // function support and theirfore no Device.Transform class. WorldMatrix = Matrix.Identity; aspectRatio = (float)width / (float)height; ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView( FieldOfView, aspectRatio, NearPlane, FarPlane); // ViewMatrix is updated in camera class ViewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, 250), Vector3.Zero, Vector3.Up); // Init global manager classes, which will be used all over the place ^^ lineManager2D = new LineManager2D(); lineManager3D = new LineManager3D(); ui = new UIRenderer(); }