public void Shutdown() { // Release the texture shader object. if (TextureShader != null) { TextureShader.Shuddown(); TextureShader = null; } // Release the debug window object. if (DebugWindow != null) { DebugWindow.Shutdown(); DebugWindow = null; } // Release the render to texture object. if (RenderTexture != null) { RenderTexture.Shutdown(); RenderTexture = null; } // Release the light object. Light = null; // Release the shader object. if (LightShader != null) { LightShader.Shuddown(); LightShader = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the light shader object. if (BumpMapShader != null) { BumpMapShader.Shuddown(); BumpMapShader = null; } // Release the model object. if (BumpMapModel != null) { BumpMapModel.Shutdown(); BumpMapModel = null; } // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
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, -10); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Create the model class. Model = new Model(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "cube.txt", new[] { "seafloor.dds" })) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return false; } // Create the shader object. LightShader = new LightShader(); // Initialize the 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, 1, 1, 1f); Light.SetDirection(0, 0, 1); Light.SetSpecularColor(0, 1, 1, 1); Light.SetSpecularPower(16); // 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; } return true; } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return false; } }