/// <summary>
        /// Entry point for the application
        /// </summary>
        /// <param name="args"></param>
        public static void Main(string[] args)
        {
            // Create the message pool
            MessagePool pool = new MessagePool();

            // Create the root actor
            Actor root = new Actor(pool);

            // Attach core systems
            root.AddComponent<UserInputHandler>();
            root.AddComponent<Renderer>();
            root.AddComponent<MaterialSystem>();
            root.AddComponent<SceneManager>();
            root.AddComponent<SceneLoader>();
            root.AddComponent<Sleeper>().TargetFPS = 60.0f;

            // Attach exit listener
            bool exit = false;
            Listener<ExitMessage> exitlistener = root.AddComponent<Listener<ExitMessage>>() as Listener<ExitMessage>;
            exitlistener.OnMessageReceived += (msg) => exit = true;

            // Initialise
            root.Init();

            // Send the initialise message
            InitialiseMessage initmsg = new InitialiseMessage();
            pool.SendMessage(initmsg);

            // Load the scene
            if (!root.GetComponent<SceneLoader>().LoadSceneFromFile("scene.json"))
            {
                Console.WriteLine("Failed to load scene!");
                Console.ReadKey();
                return;
            }

            // Setup the frame message
            FrameMessage framemsg = new FrameMessage();
            framemsg.FrameNumber = 0;
            framemsg.DeltaTime = 0.0f;

            // Setup the timer
            Stopwatch frametimer = new Stopwatch();

            // Loop until done
            while (!exit)
            {
                // Send frame message
                frametimer.Start();
                pool.SendMessage(framemsg);
                frametimer.Stop();
                framemsg.DeltaTime = (float)frametimer.Elapsed.TotalSeconds;
                frametimer.Reset();

                // Increase frame number
                framemsg.FrameNumber++;

                // Process windows events
                Application.DoEvents();
            }

            // Send the shutdown message
            ShutdownMessage shutdownmsg = new ShutdownMessage();
            pool.SendMessage(shutdownmsg);

            // Delete root actor and clean up
            root.Destroy(true);
        }
        public void OnInitialise(InitialiseMessage msg)
        {
            // Initialise material system
            Console.WriteLine("Initialising material system...");

            // Initialise maps
            materialmap = new Dictionary<string, Material>();
            shadermap = new Dictionary<string, Shader>();
            texturemap = new Dictionary<string, Texture2D>();
        }
        public void OnInitialise(InitialiseMessage msg)
        {
            // Initialise renderer
            Console.WriteLine("Initialising renderer...");
            rendermsg = new RenderMessage();
            updatemsg = new UpdateMessage();

            // Create the window
            window = new RenderForm("Castle Renderer - 11030062");
            window.Width = 1280;
            window.Height = 720;

            // Add form events
            window.FormClosed += window_FormClosed;

            // Defaults
            ClearColour = new Color4(1.0f, 0.0f, 0.0f, 1.0f);

            // Setup the device
            var description = new SwapChainDescription()
            {
                BufferCount = 1,
                Usage = Usage.RenderTargetOutput,
                OutputHandle = window.Handle,
                IsWindowed = true,
                ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                SampleDescription = new SampleDescription(1, 0),
                Flags = SwapChainFlags.AllowModeSwitch,
                SwapEffect = SwapEffect.Discard
            };
            Device tmp;
            var result = Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, description, out tmp, out swapchain);
            if (result.IsFailure)
            {
                Console.WriteLine("Failed to create Direct3D11 device (" + result.Code.ToString() + ":" + result.Description + ")");
                return;
            }
            Device = tmp;
            context = Device.ImmediateContext;
            using (var factory = swapchain.GetParent<Factory>())
                factory.SetWindowAssociation(window.Handle, WindowAssociationFlags.IgnoreAltEnter);

            // Check AA stuff
            int q = Device.CheckMultisampleQualityLevels(Format.R8G8B8A8_UNorm, 8);

            // Setup the viewport
            viewport = new Viewport(0.0f, 0.0f, window.ClientSize.Width, window.ClientSize.Height);
            viewport.MinZ = 0.0f;
            viewport.MaxZ = 1.0f;
            context.Rasterizer.SetViewports(viewport);

            // Setup the backbuffer
            using (var resource = Resource.FromSwapChain<Texture2D>(swapchain, 0))
                rtBackbuffer = new RenderTargetView(Device, resource);

            // Setup depth for backbuffer
            {
                Texture2DDescription texdesc = new Texture2DDescription()
                {
                    ArraySize = 1,
                    BindFlags = BindFlags.DepthStencil,
                    CpuAccessFlags = CpuAccessFlags.None,
                    Format = Format.D32_Float,
                    Width = (int)viewport.Width,
                    Height = (int)viewport.Height,
                    MipLevels = 1,
                    OptionFlags = ResourceOptionFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = ResourceUsage.Default
                };
                texDepthBuffer = new Texture2D(Device, texdesc);
                DepthStencilViewDescription viewdesc = new DepthStencilViewDescription()
                {
                    ArraySize = 0,
                    Format = Format.D32_Float,
                    Dimension = DepthStencilViewDimension.Texture2D,
                    MipSlice = 0,
                    Flags = 0,
                    FirstArraySlice = 0
                };
                vwDepthBuffer = new DepthStencilView(Device, texDepthBuffer, viewdesc);
            }

            // Setup states
            #region Depth States
            // Setup depth states
            {
                DepthStencilStateDescription desc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    IsStencilEnabled = false,
                    DepthWriteMask = DepthWriteMask.All,
                    DepthComparison = Comparison.Less
                };
                Depth_Enabled = DepthStencilState.FromDescription(Device, desc);
            }
            {
                DepthStencilStateDescription desc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false,
                    IsStencilEnabled = false,
                    DepthWriteMask = DepthWriteMask.Zero,
                    DepthComparison = Comparison.Less
                };
                Depth_Disabled = DepthStencilState.FromDescription(Device, desc);
            }
            {
                DepthStencilStateDescription desc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    IsStencilEnabled = false,
                    DepthWriteMask = DepthWriteMask.Zero,
                    DepthComparison = Comparison.Less
                };
                Depth_ReadOnly = DepthStencilState.FromDescription(Device, desc);
            }
            #endregion
            #region Sampler States
            Sampler_Clamp = SamplerState.FromDescription(Device, new SamplerDescription()
            {
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                Filter = Filter.Anisotropic,
                MinimumLod = 0.0f,
                MaximumLod = float.MaxValue,
                MaximumAnisotropy = 16
            });
            Sampler_Clamp_Point = SamplerState.FromDescription(Device, new SamplerDescription()
            {
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                Filter = Filter.MinMagMipPoint
            });
            Sampler_Clamp_Linear = SamplerState.FromDescription(Device, new SamplerDescription()
            {
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                Filter = Filter.MinMagMipLinear
            });
            Sampler_Wrap = SamplerState.FromDescription(Device, new SamplerDescription()
            {
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                Filter = Filter.Anisotropic,
                MinimumLod = 0.0f,
                MaximumLod = float.MaxValue,
                MaximumAnisotropy = 16
            });
            #endregion
            #region Rasterizer States
            Culling_Backface = RasterizerState.FromDescription(Device, new RasterizerStateDescription()
            {
                CullMode = CullMode.Back,
                DepthBias = 0,
                DepthBiasClamp = 0.0f,
                IsDepthClipEnabled = true,
                FillMode = FillMode.Solid,
                IsAntialiasedLineEnabled = false,
                IsFrontCounterclockwise = false,
                IsMultisampleEnabled = true,
                IsScissorEnabled = false,
                SlopeScaledDepthBias = 0.0f
            });
            Culling_Frontface = RasterizerState.FromDescription(Device, new RasterizerStateDescription()
            {
                CullMode = CullMode.Front,
                DepthBias = 0,
                DepthBiasClamp = 0.0f,
                IsDepthClipEnabled = true,
                FillMode = FillMode.Solid,
                IsAntialiasedLineEnabled = false,
                IsFrontCounterclockwise = false,
                IsMultisampleEnabled = true,
                IsScissorEnabled = false,
                SlopeScaledDepthBias = 0.0f
            });
            Culling_None = RasterizerState.FromDescription(Device, new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                DepthBias = 0,
                DepthBiasClamp = 0.0f,
                IsDepthClipEnabled = true,
                FillMode = FillMode.Solid,
                IsAntialiasedLineEnabled = false,
                IsFrontCounterclockwise = false,
                IsMultisampleEnabled = true,
                IsScissorEnabled = false,
                SlopeScaledDepthBias = 0.0f
            });
            #endregion
            #region Blend States
            {
                BlendStateDescription desc = new BlendStateDescription();
                desc.RenderTargets[0].BlendEnable = true;
                desc.RenderTargets[0].BlendOperation = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlend = BlendOption.One;
                desc.RenderTargets[0].DestinationBlend = BlendOption.Zero;
                desc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlendAlpha = BlendOption.One;
                desc.RenderTargets[0].DestinationBlendAlpha = BlendOption.Zero;
                desc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
                Blend_Opaque = BlendState.FromDescription(Device, desc);
            }
            {
                BlendStateDescription desc = new BlendStateDescription();
                desc.RenderTargets[0].BlendEnable = true;
                desc.RenderTargets[0].BlendOperation = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlend = BlendOption.SourceAlpha;
                desc.RenderTargets[0].DestinationBlend = BlendOption.InverseSourceAlpha;
                desc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlendAlpha = BlendOption.One;
                desc.RenderTargets[0].DestinationBlendAlpha = BlendOption.Zero;
                desc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
                Blend_Alpha = BlendState.FromDescription(Device, desc);
            }
            {
                BlendStateDescription desc = new BlendStateDescription();
                desc.RenderTargets[0].BlendEnable = true;
                desc.RenderTargets[0].BlendOperation = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlend = BlendOption.One;
                desc.RenderTargets[0].DestinationBlend = BlendOption.One;
                desc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlendAlpha = BlendOption.One;
                desc.RenderTargets[0].DestinationBlendAlpha = BlendOption.Zero;
                desc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
                Blend_Add = BlendState.FromDescription(Device, desc);
            }
            {
                BlendStateDescription desc = new BlendStateDescription();
                desc.RenderTargets[0].BlendEnable = true;
                desc.RenderTargets[0].BlendOperation = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlend = BlendOption.DestinationColor;
                desc.RenderTargets[0].DestinationBlend = BlendOption.Zero;
                desc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add;
                desc.RenderTargets[0].SourceBlendAlpha = BlendOption.One;
                desc.RenderTargets[0].DestinationBlendAlpha = BlendOption.Zero;
                desc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
                Blend_Multiply = BlendState.FromDescription(Device, desc);
            }
            #endregion

            // Setup default states
            Depth = Depth_Enabled;
            Culling = Culling_Backface;
            Blend = Blend_Opaque;

            // Setup other objects
            shaderresourcemap = new Dictionary<Resource, ShaderResourceView>();
            resourceviewslots = new ShaderResourceViewData[MaxPixelShaderResourceViewSlots];

            // Send the window created message
            WindowCreatedMessage windowcreatedmsg = new WindowCreatedMessage();
            windowcreatedmsg.Form = window;
            Owner.MessagePool.SendMessage(windowcreatedmsg);

            // Show the form
            window.Show();
        }
        public void OnInitialise(InitialiseMessage msg)
        {
            // Initialise scene manager
            Console.WriteLine("Initialising scene manager...");

            // Initialise messages
            queuemsg = new PopulateRenderQueue();
            queuemsg.SceneManager = this;
            cameramsg = new PopulateCameraList();
            cameramsg.Cameras = new OrderedList<Camera>(new CameraComparer());
            cameramsg.ShadowCasters = new HashSet<ShadowCaster>();
            lightmsg = new PopulateLightList();
            lightmsg.Lights = new OrderedList<Light>(new LightComparer());
            psysmsg = new PopulateParticleSystemList();
            psysmsg.ParticleSystems = new List<ParticleSystem>();

            // Create render queue
            workitempool = new ResourcePool<RenderWorkItem>();
            renderqueue = new OrderedList<RenderWorkItem>(new RenderWorkItemComparer());
            effectqueue = new OrderedList<PostProcessEffect>(new PostProcessEffectComparer());

            // Setup GBuffer
            Renderer renderer = Owner.GetComponent<Renderer>();
            gbuffer = renderer.CreateRenderTarget(1, "GBuffer");
            gbuffer.ClearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
            gbuffer.AddDepthComponent();
            gbuffer_colour = gbuffer.AddTextureComponent();
            gbuffer_normal = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            gbuffer_position = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            gbuffer_material = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            gbuffer.Finish();

            // Setup light accumulation buffer
            lightaccum = renderer.CreateRenderTarget(1, "LightAccum");
            lightaccum.ClearColour = new Color4(1.0f, 0.0f, 0.0f, 0.0f);
            lightaccum_diffuse = lightaccum.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            lightaccum_specular = lightaccum.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            lightaccum.Finish();

            // Setup particle accumulation buffer
            particleaccum = renderer.CreateRenderTarget(1, "ParticleAccum");
            particleaccum.ClearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
            particleaccum_colour = particleaccum.AddTextureComponent();
            particleaccum.Finish();

            // Setup swap buffers
            swapA = renderer.CreateRenderTarget(1, "SwapA");
            swapA_colour = swapA.AddTextureComponent();
            swapA.Finish();
            swapB = renderer.CreateRenderTarget(1, "SwapB");
            swapB_colour = swapB.AddTextureComponent();
            swapB.Finish();

            // Setup materials
            MaterialSystem matsys = Owner.GetComponent<MaterialSystem>();
            mat_blit = matsys.CreateMaterial("blit", "blit");
            mat_blit.SetParameter("smpTexture", renderer.Sampler_Clamp);
            mat_blitlight = matsys.CreateMaterial("blit_light", "blit_light");
            mat_blitlight.SetParameter("smpTexture", renderer.Sampler_Clamp);
            mat_blitlight.SetParameter("texColour", gbuffer.GetTexture(gbuffer_colour));
            mat_blitlight.SetParameter("texDiffuseLight", lightaccum.GetTexture(lightaccum_diffuse));
            mat_blitlight.SetParameter("texSpecularLight", lightaccum.GetTexture(lightaccum_specular));

            // Setup lights
            mat_lights = new Dictionary<LightType, Material>();
            mat_lights.Add(LightType.Ambient, matsys.CreateMaterial("light_ambient", "light_ambient"));
            mat_lights.Add(LightType.Directional, matsys.CreateMaterial("light_directional", "light_directional"));
            mat_lights.Add(LightType.Point, matsys.CreateMaterial("light_point", "light_point"));
            foreach (Material mat in mat_lights.Values)
            {
                mat.SetParameter("texNormal", gbuffer.GetTexture(gbuffer_normal));
                mat.SetParameter("texPosition", gbuffer.GetTexture(gbuffer_position));
                mat.SetParameter("texMaterial", gbuffer.GetTexture(gbuffer_material));
                mat.SetParameter("smpTexture", renderer.Sampler_Clamp);
            }

            // Setup meshes
            mesh_fs = MeshBuilder.BuildFullscreenQuad();
            mesh_skybox = MeshBuilder.BuildCube();
        }