// 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);
                }

                // #region Initialize System
                // 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. (Since the ViewMatrix is already created from a base position.)              250.0f
                Camera.SetPosition(100.0f, 2.0f, 250.0f);
                Camera.SetRotation(0, 180.0f, 0);

                // Create the model object.
                TerrainModel = new DTerrainHeightMap();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "heightmap01.bmp", "dirt02.bmp", "bump.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);
                Position.SetRotation(Camera.GetRotation().X, Camera.GetRotation().Y, Camera.GetRotation().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 color shader object.
                TerrainBumpMapShader = new DBumpMapShader();

                // Initialize the color shader object.
                if (!TerrainBumpMapShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.Direction = new Vector3(0.75f, -0.5f, 0.0f);

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
        // Methods
        public bool Initialize(DDX11 D3Ddevice, DSystemConfiguration configuration)
        {
            // Create the first font object.
            Font1 = new DFont();

            // Initialize the first font object.
            if (!Font1.Initialize(D3Ddevice.Device, "font01.txt", "font01.bmp", 32.0f, 3))
            {
                return(false);
            }

            // Create the text object for the fps string.
            FpsString = new DText();

            // Initialize the fps text string.
            if (!FpsString.Initialize(D3Ddevice.Device, Font1, configuration, 16, "FPS: 0", 10, 50, 0.0f, 1.0f, 0.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            // Initial the previous frame fps.
            PreviousFPS = -1;

            // Create the text objects for the position strings.
            PositionStrings = new DText[6];
            for (int i = 0; i < PositionStrings.Length; i++)
            {
                PositionStrings[i] = new DText();
            }

            // Initialize the position text strings.
            if (!PositionStrings[0].Initialize(D3Ddevice.Device, Font1, configuration, 16, "X: 0", 10, 90, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[1].Initialize(D3Ddevice.Device, Font1, configuration, 16, "Y: 0", 10, 110, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[2].Initialize(D3Ddevice.Device, Font1, configuration, 16, "Z: 0", 10, 130, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[3].Initialize(D3Ddevice.Device, Font1, configuration, 16, "rX: 0", 10, 170, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[4].Initialize(D3Ddevice.Device, Font1, configuration, 16, "rY: 0", 10, 190, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!PositionStrings[5].Initialize(D3Ddevice.Device, Font1, configuration, 16, "rZ: 0", 10, 210, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            // Initialize the previous frame position.
            PreviousPositions = new int[6];
            VideoStrings      = new DText[2];
            for (int i = 0; i < VideoStrings.Length; i++)
            {
                VideoStrings[i] = new DText();
            }

            // Initialize the position text strings.
            if (!VideoStrings[0].Initialize(D3Ddevice.Device, Font1, configuration, 256, D3Ddevice.VideoCardDescription, 10, 10, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }
            if (!VideoStrings[1].Initialize(D3Ddevice.Device, Font1, configuration, 64, D3Ddevice.VideoCardMemory.ToString(), 10, 30, 1.0f, 1.0f, 1.0f, false, D3Ddevice.DeviceContext))
            {
                return(false);
            }

            return(true);
        }
        // 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);
                }

                // #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the position object.
                Position = new DPosition();

                // Set the initial position and rotation of the viewer.
                Position.SetPosition(280.379f, 24.5225f, 367.018f);
                Position.SetRotation(19.6834f, 222.013f, 0.0f);

                // 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;

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.Direction = new Vector3(0.5f, -0.75f, 0.25f);

                // Create the model object.
                TerrainModel = new DTerrainHeightMap();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "hm.bmp", "cm.bmp", 20.0f, "dirt04.bmp", "normal01.bmp"))
                {
                    return(false);
                }

                // Create the color shader object.
                TerrainShader = new DTerrainShader();

                //// Initialize the color shader object.
                if (!TerrainShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky dome object.
                SkyDome = new DSkyDome();

                // Initialize the sky dome object.
                if (!SkyDome.Initialize(D3D.Device))
                {
                    return(false);
                }

                // Create the sky dome shader object.
                SkyDomeShader = new DSkyDomeShader();

                // Initialize the sky dome shader object.
                if (!SkyDomeShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky plane object.
                SkyPlane = new DSkyPlane();

                // Initialize the sky plane object.
                if (!SkyPlane.Initialze(D3D.Device, "cloud001.bmp", "perturb001.bmp"))
                {
                    return(false);
                }

                // Create the sky plane shader object.
                SkyPlaneShader = new DSkyPlaneShader();

                // Initialize the sky plane shader object.
                if (!SkyPlaneShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // 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 refraction render to texture object.
                RefractionTexture = new DRenderTexture();

                // Initialize the refraction render to texture object.
                if (!RefractionTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }

                // Create the reflection render to texture object.
                ReflectionTexture = new DRenderTexture();

                // Initialize the reflection render to texture object.
                if (!ReflectionTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }

                // Create the reflection shader object.
                ReflectionShader = new DReflectionShader();

                // Initialize the reflection shader object.
                if (!ReflectionShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the water object.
                WaterModel = new DWater();

                // Initialize the water object.
                if (!WaterModel.Initilize(D3D.Device, "waternormal.bmp", 3.75f, 110.0f))
                {
                    return(false);
                }

                // Create the water shader object.
                WaterShader = new DWaterShader();

                // Initialize the water shader object.
                if (!WaterShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                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);
                }

                // #region Initialize System
                // 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, -1.0f);
                Camera.Render();
                Matrix baseViewMatrix = Camera.ViewMatrix;

                // Set the initial position of the camera.
                Camera.SetPosition(50.0f, 2.0f, -7.0f);

                // Create the model object.
                Terrain = new DTerrain();

                // Initialize the terrain object.
                if (!Terrain.Initialize(D3D.Device))
                {
                    return(false);
                }

                // Create the color shader object.
                ColorShader = new DColorShader();

                // Initialize the color shader object.
                if (!ColorShader.Initialize(D3D.Device, windowHandle))
                {
                    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 font shader object.
                FontShader = new DFontShader();

                // Initialize the font shader object.
                if (!FontShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // 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);
                }

                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);
                }

                // #region Initialize System
                // 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, -1.0f);
                Camera.Render();
                Matrix baseViewMatrix = Camera.ViewMatrix;

                // Set the initial position of the camera. (Since the ViewMatrix is already created from a base position.)
                Camera.SetPosition(40.0f, 2.0f, -7.0f);

                // Create the model object.
                TerrainModel = new DTerrain();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "heightmap01.bmp", "dirt03.bmp", "colorm01.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 color shader object.
                TerrainShader = new DTerrainShader();

                // Initialize the color 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 texture shader object.
                TextureShader = new DTextureShader();

                // Initialize the texture shader object.
                if (!TextureShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Get the size of the terrain as the minimap will require this information.
                int textureWidth  = TerrainModel.TextureWidth;
                int textureHeight = TerrainModel.TextureHeight;

                // Create the mini map object.
                MiniMap = new DMiniMapClass();

                // Initialize the mini map object.
                if (!MiniMap.Initialize(D3D.Device, windowHandle, configuration.Width, configuration.Height, baseViewMatrix, (float)(textureWidth - 1), (float)(textureHeight - 1)))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
Exemplo n.º 6
0
        // 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);
            }
        }