// Methods. public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle) { try { #region Initialize System // Create the Direct3D object. D3D = new DDX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { return(false); } #endregion #region Initialize Camera // Create the camera object Camera = new DCamera(); // Set the position and rotation of the camera; Camera.SetPosition(0.0f, 2.0f, -12.0f); // 0.0f, 4.0f, -12.0f #endregion #region Initialize Models // Create the Flat Plane model class. Model = new DModel(); //// Initialize the ground model object. if (!Model.Initialize(D3D.Device, "plane01.txt", new[] { "stone01.bmp" })) { MessageBox.Show("Could not initialize the ground model object", "Error", MessageBoxButtons.OK); return(false); } #endregion #region Initialize Shaders // Create the light shader object. LightShader = new DLightShader(); // Initialize the light shader object. if (!LightShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the light shader object.", "Error", MessageBoxButtons.OK); return(false); } #endregion #region Initialize Data // Create the first light object. Light1 = new DLight(); // Initialize the first light as a red Light. Light1.SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); Light1.SetPosition(-3.0f, 1.0f, 3.0f); // Create the second light object. Light2 = new DLight(); // Initialize the second light as a green Light. Light2.SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); Light2.SetPosition(3.0f, 1.0f, 3.0f); // Create the third light object. Light3 = new DLight(); // Initialize the third light to a blue Light. Light3.SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); Light3.SetPosition(-3.0f, 1.0f, -3.0f); // Create the fourth light object. Light4 = new DLight(); // Initialize the fourth light as a white Light. Light4.SetDiffuseColor(1.0f, 1.0f, 0.0f, 1.0f); Light4.SetPosition(3.0f, 1.0f, -3.0f); // Prep rendering variables here once instead of every frame. lightDiffuseColors = new Vector4[LightShader.NumLights]; lightPositions = new Vector4[LightShader.NumLights]; // Create the diffuse color array from the four light colors. lightDiffuseColors[0] = Light1.DiffuseColour; lightDiffuseColors[1] = Light2.DiffuseColour; lightDiffuseColors[2] = Light3.DiffuseColour; lightDiffuseColors[3] = Light4.DiffuseColour; // Create the light position array from the four light positions. lightPositions[0] = Light1.Position; lightPositions[1] = Light2.Position; lightPositions[2] = Light3.Position; lightPositions[3] = Light4.Position; #endregion 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) { // Set the size to sample down to. screenWidth = configuration.Width; screenHeight = configuration.Height; try { // Create the input object. 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); } #endregion #region Initialize Camera // Create the camera object Camera = new DCamera(); // Set the initial position of the camera. Camera.SetPosition(0.0f, 0.0f, -10.0f); Camera.Render(); #endregion // Create the model object. Model = new DModel(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "sphere.txt", "blue.bmp")) { 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 light shader object. LightShader = new DLightShader(); // Initialize the light shader object. if (!LightShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the light object. Light = new DLight(); // Initialize the light object. Light.Direction = new Vector3(0.0f, 0.0f, 1.0f); // Create the text object. Text = new DTextClass(); // Initialize the text object. if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, Camera.ViewMatrix)) { return(false); } // Create the bitmap object as the mouse pointer. BitMap = new DBitmap(); // Initialize the bitmap object. if (!BitMap.Initialize(D3D.Device, configuration.Width, configuration.Height, "mouse.bmp", 32, 32)) { return(false); } // Initialize that the user has not clicked on the screen to try an intersection test yet. beginMouseChexk = 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 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 the camera for 2D user interface rendering. Camera.SetPosition(0, 0, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Create the model class. Model = new DModel(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "cube.txt", new[] { "seafloor.bmp" })) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return(false); } // Create the light shader object. LightShader = new DLightShader(); // 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 DLight(); // Initialize the light object. Light.SetDiffuseColor(1, 1, 1, 1f); Light.SetDirection(0, 0, 1); // 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 debug window object. DebugWindow = new DDebugWindow(); // Initialize the debug window object. * configuration.Height / configuration.Width if (!DebugWindow.Initialize(D3D.Device, configuration.Width, configuration.Height, 100, 100)) { MessageBox.Show("Could not initialize the debug window object.", "Error", MessageBoxButtons.OK); return(false); } // Create the texture shader object. TextureShader = new DTextureShader(); // 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); } Camera.SetPosition(0, 0, -5); 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 { #region Initialize System // Create the Direct3D object. D3D = new DDX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { return(false); } #endregion #region Initialize Camera // Create the camera object Camera = new DCamera(); // Set the position and rotation of the camera; Camera.SetPosition(-10.0f, 6.0f, -10.0f); Camera.SetRotation(0.0f, 45.0f, 0.0f); #endregion #region Initialize Models // Create the ground model class. GroundModel = new DModel(); // Initialize the ground model object. if (!GroundModel.Initialize(D3D.Device, "ground.txt", new[] { "ground01.bmp" })) { MessageBox.Show("Could not initialize the ground model object", "Error", MessageBoxButtons.OK); return(false); } // Create the wall model class. WallModel = new DModel(); // Initialize the wall model object. if (!WallModel.Initialize(D3D.Device, "wall.txt", new[] { "wall01.bmp" })) { MessageBox.Show("Could not initialize the wall model object", "Error", MessageBoxButtons.OK); return(false); } // Create the bath model class. BathModel = new DModel(); // Initialize the bath model object. if (!BathModel.Initialize(D3D.Device, "bath.txt", new[] { "marble01.bmp" })) { MessageBox.Show("Could not initialize the bath model object", "Error", MessageBoxButtons.OK); return(false); } // Create the water model class. WaterModel = new DModel(); // Initialize the water model object. if (!WaterModel.Initialize(D3D.Device, "water.txt", new[] { "water01.bmp" })) { MessageBox.Show("Could not initialize the bath model object", "Error", MessageBoxButtons.OK); return(false); } // Create the light object. Light = new DLight(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.SetDirection(0.0f, -1.0f, 0.5f); Light.SetSpecularColor(0, 1, 1, 1); Light.SetSpecularPower(16); #endregion #region Initialize Data // Create the refraction render to texture object. RenderRefractionTexture = new DRenderTexture(); // Initialize the refraction render to texture object. if (!RenderRefractionTexture.Initialize(D3D.Device, configuration)) { MessageBox.Show("Could not initialize the refraction render to texture object.", "Error", MessageBoxButtons.OK); return(false); } // Create the refraction render to texture object. RenderReflectionTexture = new DRenderTexture(); // Initialize the refraction render to texture object. if (!RenderReflectionTexture.Initialize(D3D.Device, configuration)) { MessageBox.Show("Could not initialize the reflection render to texture object.", "Error", MessageBoxButtons.OK); return(false); } #endregion #region Initialize Shaders // Create the light shader object. LightShader = new DLightShader(); // Initialize the light shader object. if (!LightShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the light shader object.", "Error", MessageBoxButtons.OK); return(false); } // Create the refraction shader object. RefractionShader = new DRefractionShader(); // Initialize the refraction shader object. if (!RefractionShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the refraction shader object.", "Error", MessageBoxButtons.OK); return(false); } // Create the water shader object. WaterShader = new DWaterShader(); // Initialize the water shader object. if (!WaterShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the water shader object.", "Error", MessageBoxButtons.OK); return(false); } #endregion // Set the height of the water. WaterHeight = 2.75f; // Initialize the position of the water. WaterTranslation = 0f; 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 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 the camera for 2D user interface rendering. Camera.SetPosition(0, 0, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Create the text object. Text = new DTextClass(); if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { return(false); } // Create the model class. Model = new DModel(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "sphere.txt", "seafloor.bmp")) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return(false); } // Create the light shader object. LightShader = new DLightShader(); // 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 DLight(); // Initialize the light object. Light.SetDirection(0.0f, 0.0f, 1.0f); // Create the model list object. ModelList = new DModelList(); // 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 DFrustum(); return(true); } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return(false); } }