// 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 initial position and rotation of the camera.
                Camera.SetPosition(0.0f, 7.0f, -10.0f);
                Camera.SetRotation(35.0f, 0.0f, 0.0f);
                #endregion

                #region Initialize Models
                // Create the ground model object.
                GroundModel = new DModel();

                // Initialize the ground model object.
                if (!GroundModel.Initialize(D3D.Device, "floor.txt", "stone.bmp"))
                {
                    return(false);
                }

                // Create the ground model object.
                CubeModel = new DModel();

                // Initialize the cube model object.
                if (!CubeModel.Initialize(D3D.Device, "cube.txt", "seafloor.bmp"))
                {
                    return(false);
                }
                #endregion

                #region Data variables.
                // 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.Position = new Vector3(2.0f, 5.0f, -2.0f);
                #endregion

                #region Initialize Shaders
                // Create the projection shader object.
                ProjectionShader = new DProjectionShader();

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

                // Create the projection texture object.
                ProjectionTexture = new DTexture();

                // Initialize the projection texture object.
                if (!ProjectionTexture.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "grate.bmp"))
                {
                    return(false);
                }

                // Create the view point object.
                ViewPoint = new DViewPoint();

                // Initialize the view point object.
                ViewPoint.SetPosition(2.0f, 5.0f, -2.0f);
                ViewPoint.SetLookAt(0.0f, 0.0f, 0.0f);
                ViewPoint.SetProjectionParameters((float)(Math.PI / 2.0f), 1.0f, 0.1f, 100.0f);
                ViewPoint.GenerateViewMatrix();
                ViewPoint.GenerateProjectionMatrix();
                #endregion

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
示例#2
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);
                }

                // #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(50.0f, 2.0f, -7.0f);

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

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "heightmap01.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 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);
                }

                // 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(0.0f, 0.0f, 0.75f);

                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 initial position of the camera.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                #endregion

                #region Initialize Models
                // Create the cube model object.
                CubeModel = new DModel();

                // Initialize the cube model object.
                if (!CubeModel.Initialize(D3D.Device, "cube.txt", "wall01.bmp"))
                {
                    return(false);
                }

                // Set the position for the cube model.
                CubeModel.SetPosition(-2.0f, 2.0f, 0.0f);

                // Create the sphere model object.
                SphereModel = new DModel();

                // Initialize the sphere model object.
                if (!SphereModel.Initialize(D3D.Device, "sphere.txt", "ice01.bmp"))
                {
                    return(false);
                }

                // Set the position for the sphere model.
                SphereModel.SetPosition(2.0f, 2.0f, 0.0f);

                // Create the ground model object.
                GroundModel = new DModel();

                // Initialize the ground model object.
                if (!GroundModel.Initialize(D3D.Device, "plane01.txt", "metal001.bmp"))
                {
                    return(false);
                }

                // Set the position for the ground model.
                GroundModel.SetPosition(0.0f, 1.0f, 0.0f);
                #endregion

                #region Data variables.
                // 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.SetLookAt(0.0f, 0.0f, 0.0f);
                Light.GenerateProjectionMatrix();

                // Create the second light object.
                Light2 = new DLight();
                // Initialize the second light object.
                Light2.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light2.SetLookAt(0.0f, 0.0f, 0.0f);
                Light2.GenerateProjectionMatrix();

                // Set the position of the first & second lights.
                Light.Position  = new Vector3(5.0f, 3.0f, -2.0f);
                Light2.Position = new Vector3(-5.0f, 3.0f, -2.0f);

                // 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 second render to texture object.
                RenderTexture2 = new DRenderTexture();

                // Initialize the second render to texture object.
                if (!RenderTexture2.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }
                #endregion

                #region Initialize Shaders
                // Create the depth shader object.
                DepthShader = new DDepthShader();

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

                // Create the shadow shader object.
                ShadowShader = new DShadowShader();

                // Initialize the shadow shader object.
                if (!ShadowShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }
                #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)
        {
            try
            {
                #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

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

                // Create the shader manager object.
                ShaderManager = new DShaderManager();

                // Initialize the shader manager object.
                if (!ShaderManager.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }
                #endregion

                #region Initialize Camera
                // Create the camera object
                Camera = new DCamera();

                // Set the initial position and rotation of the camera.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                #endregion

                #region Data variables.
                // 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.Direction = new Vector3(0.0f, 0.0f, 1.0f);
                Light.SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.SetSpecularPower(64.0f);
                #endregion

                #region Initialize Models
                // Create the ground model object.
                CubeModel1 = new DModel();

                // Initialize the cube model object.
                if (!CubeModel1.Initialize(D3D.Device, "cube.txt", "marble.bmp"))
                {
                    return(false);
                }

                // Create the second model object.
                CubeModel2 = new DModel();

                // Initialize the cube model object.
                if (!CubeModel2.Initialize(D3D.Device, "cube.txt", "metal.bmp"))
                {
                    return(false);
                }

                // Create the third bump model object for models with normal maps and related vectors.
                CubeBumpMapModel3 = new DBumpMapModel();

                // Initialize the bump model object.
                if (!CubeBumpMapModel3.Initialize(D3D.Device, "cube.txt", "stone01.bmp", "normal.bmp"))
                {
                    return(false);
                }
                #endregion

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
示例#5
0
        // 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);
            }
        }
示例#6
0
        // 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 initial position of the camera.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                Camera.RenderBaseViewMatrix();
                #endregion

                #region Initialize Models
                // Create the cube model object.
                CubeModel = new DModel();

                // Initialize the cube model object.
                if (!CubeModel.Initialize(D3D.Device, "cube.txt", "wall01.bmp"))
                {
                    return(false);
                }

                // Set the position for the cube model.
                CubeModel.SetPosition(-2.0f, 2.0f, 0.0f);

                // Create the sphere model object.
                SphereModel = new DModel();

                // Initialize the sphere model object.
                if (!SphereModel.Initialize(D3D.Device, "sphere.txt", "ice01.bmp"))
                {
                    return(false);
                }

                // Set the position for the sphere model.
                SphereModel.SetPosition(2.0f, 2.0f, 0.0f);

                // Create the ground model object.
                GroundModel = new DModel();

                // Initialize the ground model object.
                if (!GroundModel.Initialize(D3D.Device, "plane01.txt", "metal001.bmp"))
                {
                    return(false);
                }

                // Set the position for the ground model.
                GroundModel.SetPosition(0.0f, 1.0f, 0.0f);
                #endregion

                #region Data variables.
                // 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.SetLookAt(0.0f, 0.0f, 0.0f);
                Light.GenerateProjectionMatrix();

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

                // Initialize the render to texture object.
                if (!RenderTexture.Initialize(D3D.Device, 1024, 1024, DSystemConfiguration.ScreenDepth, DSystemConfiguration.ScreenNear))
                {
                    return(false);
                }

                // Create the depth shader object.
                DepthShader = new DDepthShader();

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

                // Create the black and white render to texture object.
                BlackWhiteRenderTexture = new DRenderTexture();

                // Initialize the black and white render to texture object.
                if (!BlackWhiteRenderTexture.Initialize(D3D.Device, 1024, 1024, DSystemConfiguration.ScreenDepth, DSystemConfiguration.ScreenNear))
                {
                    return(false);
                }
                #endregion

                #region Initialize Shaders
                // Create the shadow shader object.
                ShadowShader = new DShadowShader();

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

                // Set the size to sample down to.
                int downSampleWidth  = 1024 / 2;
                int downSampleHeight = 1024 / 2;

                // Create the down sample render to texture object.
                DownSampleTexure = new DRenderTexture();

                // Initialize the down sample render to texture object.
                if (!DownSampleTexure.Initialize(D3D.Device, downSampleWidth, downSampleHeight, DSystemConfiguration.ScreenDepth, DSystemConfiguration.ScreenNear))
                {
                    return(false);
                }

                // Create the small ortho window object.
                SmallWindow = new DOrthoWindow();

                // Initialize the small ortho window object.
                if (!SmallWindow.Initialize(D3D.Device, downSampleWidth, downSampleHeight))
                {
                    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 horizontal blur render to texture object.
                HorizontalBlurTexture = new DRenderTexture();

                // Initialize the horizontal blur render to texture object.
                if (!HorizontalBlurTexture.Initialize(D3D.Device, downSampleWidth, downSampleHeight, DSystemConfiguration.ScreenDepth, 0.1f))
                {
                    return(false);
                }

                // Create the horizontal blur shader object.
                HorizontalBlurShader = new DHorizontalBlurShader();

                // Initialize the horizontal blur shader object.
                if (!HorizontalBlurShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the vertical blur render to texture object.
                VerticalBlurTexture = new DRenderTexture();

                // Initialize the vertical blur render to texture object.
                if (!VerticalBlurTexture.Initialize(D3D.Device, downSampleWidth, downSampleHeight, DSystemConfiguration.ScreenDepth, 0.1f))
                {
                    return(false);
                }

                // Create the vertical blur shader object.
                VerticalBlurShader = new DVerticalBlurShader();

                // Initialize the vertical blur shader object.
                if (!VerticalBlurShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the up sample render to texture object.
                UpSampleTexure = new DRenderTexture();

                // Initialize the up sample render to texture object.
                if (!UpSampleTexure.Initialize(D3D.Device, 1024, 1024, DSystemConfiguration.ScreenDepth, 0.1f))
                {
                    return(false);
                }

                // Create the full screen ortho window object.
                FullScreenWindow = new DOrthoWindow();

                // Initialize the full screen ortho window object.
                if (!FullScreenWindow.Initialize(D3D.Device, 1024, 1024))
                {
                    return(false);
                }

                // Create the soft shadow shader object.
                SoftShadowShader = new DSoftShadowShader();

                // Initialize the soft shadow shader object.
                if (!SoftShadowShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }
                #endregion

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
示例#7
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);
            }
        }