// 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); } }