public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle) { try { // Create the Direct3D object. D3D = new DX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK); return false; } // Create the camera object Camera = new Camera(); // 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 text object. Text = new Text(); if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK); return false; } // Create the model class. Model = new Model(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "sphere.txt", "seafloor.dds")) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return false; } // Create the light shader object. LightShader = new LightShader(); // 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 Light(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1, 0, 0, 1f); Light.SetDirection(1, 0, 1); Light.SetSpecularColor(0, 1, 1, 1); Light.SetSpecularPower(32); // Create the model list object. ModelList = new ModelList(); // Initialize the model list object. if (!ModelList.Initialize(25)) { MessageBox.Show("Could not initialize the model list object", "Error", MessageBoxButtons.OK); return false; } // Create the frustum object. Frustum = new Frustum(); return true; } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return false; } }
public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle) { try { #region Initialize System // Create the Direct3D object. D3D = new DX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK); return false; } #endregion #region Initialize Camera // Create the camera object Camera = new Camera(); #endregion #region Initialize Models // Create the model class. Model = new Model(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "square.txt", new[] { "dirt01.dds" })) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return false; } // Create the model class. Model2 = new Model(); // Initialize the model object. if (!Model2.Initialize(D3D.Device, "square.txt", new[] { "stone01.dds" })) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return false; } #region Debug Model if (SystemConfiguration.DebugWindowOn) { // Create the render to texture object. RenderTexture = new RenderTexture(); // Initialize the render to texture object. if (!RenderTexture.Initialize(D3D.Device, configuration)) return false; // Create the debug window object. DebugWindow = new DebugWindow(); // Initialize the debug window object. if (!DebugWindow.Initialize(D3D.Device, configuration.Width, configuration.Height, 100, 100 * configuration.Height / configuration.Width)) { MessageBox.Show("Could not initialize the debug window object.", "Error", MessageBoxButtons.OK); return false; } // Create the texture shader object. TextureShader = new TextureShader(); // 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; } } #endregion #endregion #region Initialize Textures // Create the shader object. TextureShader = new TextureShader(); // Initialize the shader object. if (!TextureShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the shader", "Error", MessageBoxButtons.OK); return false; } // Create the shader object. TransparentShader = new TransparentShader(); // Initialize the shader object. if (!TransparentShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the shader", "Error", MessageBoxButtons.OK); return false; } #endregion #region Initialize Data // Create the light object. Light = new Light(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1, 1, 1, 1f); Light.SetDirection(0, 0, 1); Light.SetSpecularColor(0, 1, 1, 1); Light.SetSpecularPower(16); #endregion return true; } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return false; } }
public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle) { if (Input == null) { Input = new InputClass(); if (!Input.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize input object", "Error", MessageBoxButtons.OK); return false; } } // Create the Direct3D object. D3D = new DX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK); return false; } // Create the camera object Camera = new Camera(); // Initialize a base view matrix the camera for 2D user interface rendering. Camera.SetPosition(0, 0, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Set the initial position of the camera. var cameraX = 50f; var cameraY = 18f; var cameraZ = -7f; Camera.SetPosition(cameraX, cameraY, cameraZ); // Create the terrain object. Terrain = new HeightMapTerrain(); // Initialize the terrain object. if (!(Terrain as HeightMapTerrain).Initialize(D3D.Device, "heightMap01.bmp")) { MessageBox.Show("Could not initialize the terrain object", "Error", MessageBoxButtons.OK); return false; } // Create and initialize Timer. Timer = new Timer(); if (!Timer.Initialize()) { MessageBox.Show("Could not initialize Timer object", "Error", MessageBoxButtons.OK); return false; } // Create the position object. Position = new Position(); // Set the initial position of the viewer to the same as the initial camera position. Position.SetPosition(new Vector3(cameraX, cameraY, cameraZ)); // Create and initialize the FPS object. FPS = new FPS(); FPS.Initialize(); // Create and initialize the CPU. CPU = new CPU(); CPU.Initialize(); // Create the font shader object. FontShader = new FontShader(); // Initialize the font shader object. if (!FontShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize font shader object", "Error", MessageBoxButtons.OK); return false; } // Create the text object. Text = new Text(); if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK); return false; } if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext)) { MessageBox.Show("Could not set video card into the text object", "Error", MessageBoxButtons.OK); return false; } // Create the height map terrain shader object. HeightMapTerrainShader = new HeightMapTerrainShader(); // Initialize the height map terrain shader object. if (!HeightMapTerrainShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the height map terrain shader", "Error", MessageBoxButtons.OK); return false; } // Create the light object. Light = new Light(); // Initialize the light object Light.SetAmbientColor(0.5f, 0.5f, 0.5f, 1f); Light.SetDiffuseColor(1f, 1f, 1f, 1f); Light.SetDirection(0f, 0f, 0.75f); return true; }