/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); GorgonExample.PlugInLocationDirectory = new DirectoryInfo(Settings.Default.PlugInLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Depth"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Depth Buffer Example") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _depthBuffer = GorgonDepthStencil2DView.CreateDepthStencil(_graphics, new GorgonTexture2DInfo(_screen.RenderTargetView) { Binding = TextureBinding.DepthStencil, Format = BufferFormat.D24_UNorm_S8_UInt }); // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView, _depthBuffer); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); GorgonExample.LoadResources(_graphics); // Load our packed file system plug in. _assemblyCache = new GorgonMefPlugInCache(GorgonApplication.Log); _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.FileSystem.GorPack.dll"); IGorgonPlugInService plugIns = new GorgonMefPlugInService(_assemblyCache); // Load the file system containing our application data (sprites, images, etc...) IGorgonFileSystemProviderFactory providerFactory = new GorgonFileSystemProviderFactory(plugIns, GorgonApplication.Log); IGorgonFileSystemProvider provider = providerFactory.CreateProvider("Gorgon.IO.GorPack.GorPackProvider"); IGorgonFileSystem fileSystem = new GorgonFileSystem(provider, GorgonApplication.Log); // We can load the editor file system directly. // This is handy for switching a production environment where your data may be stored // as a compressed file, and a development environment where your data consists of loose // files. // fileSystem.Mount(@"D:\unpak\scratch\DeepAsAPuddle.gorPack\fs\"); // For now though, we'll load the packed file. fileSystem.Mount(Path.Combine(GorgonExample.GetResourcePath(@"FileSystems").FullName, "Depth.gorPack")); // Get our sprites. These make up the frames of animation for our Guy. // If and when there's an animation editor, we'll only need to create a single sprite and load the animation. IGorgonVirtualFile[] spriteFiles = fileSystem.FindFiles("/Sprites/", "*", true).ToArray(); // Load our sprite data (any associated textures will be loaded as well). Dictionary <string, GorgonSprite> sprites = new Dictionary <string, GorgonSprite>(StringComparer.OrdinalIgnoreCase); for (int i = 0; i < spriteFiles.Length; i++) { IGorgonVirtualFile file = spriteFiles[i]; (GorgonSprite sprite, GorgonTexture2D texture) = fileSystem.LoadSprite(_renderer, file.FullPath); // The LoadSprite extension method will automatically find and load your associated texture if you're using // a Gorgon editor file system. So it's important that you leep track of your textures, disposing of just // the associated GorgonTexture2DView won't cut it here, so you'll need to dispose the actual texture resource // when you're done with it. if (!_textures.Contains(texture)) { _textures.Add(texture); } // At super duper resolution, the example graphics would be really hard to see, so we'll scale them up. sprite.Scale = new DX.Vector2((_screen.Width / (_screen.Height / 2)) * 2.0f); sprites[file.Name] = sprite; } _snowTile = sprites["Snow"]; _snowTile.Depth = 0.5f; _icicle = sprites["Icicle"]; _icicle.Depth = 0.2f; _guySprite = sprites["Guy_Up_0"]; _guySprite.Depth = 0.1f; _guyPosition = new DX.Vector2(_screen.Width / 2 + _guySprite.ScaledSize.Width * 1.25f, _screen.Height / 2 + _guySprite.ScaledSize.Height); BuildAnimations(sprites); } finally { GorgonExample.EndInit(); } return(window); }