Beispiel #1
0
        private bool RenderSceneToFile()
        {
            var direct3D = new D3DX();

            if (!direct3D.Initialize(SaveWidth, SaveHeight, VSYNC_ENABLED, _hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR))
            {
                MessageBox.Show("Could not initialize DirectX 11.", "Error", MessageBoxButtons.OK);
                return(false);
            }

            var colorShader = new ColorShader();

            if (!colorShader.Initialize(direct3D.Device))
            {
                MessageBox.Show("Could not initialize the color shader object.", "Error", MessageBoxButtons.OK);
                return(false);
            }

            var monocolorShader = new MonocolorShader();

            if (!monocolorShader.Initialize(direct3D.Device))
            {
                MessageBox.Show("Could not initialize the monocolor shader object.", "Error", MessageBoxButtons.OK);
                return(false);
            }

            var graph = new Graph(in this.graph, direct3D.Device);


            direct3D.SetBackBufferRenderTarget();
            direct3D.BeginScene(BackgroundColour);
            #region Render
            _Camera.Render();

            var worldMatrix      = direct3D.WorldMatrix;
            var viewMatrix       = _Camera._viewMatrix;
            var projectionMatrix = direct3D.ProjectionMatrix;

            var rotation = _Camera.Rotation;

            direct3D.TurnOnAlphaBlending();

            if (!graph.Render(direct3D, colorShader, monocolorShader, worldMatrix, viewMatrix, projectionMatrix, rotation))
            {
                return(false);
            }
            #endregion
            SaveToFile(direct3D, direct3D.BackBuffer, SharpDX.WIC.PixelFormat.Format32bppRGB);

            graph.Dispose();
            colorShader.Shutdown();
            monocolorShader.Shutdown();
            direct3D.Shutdown();
            return(true);
        }
Beispiel #2
0
        private bool RenderGraphics() //todo: refactor
        {
            bool result = true;

            if (PrintScreen)
            {
                PrintScreen = false;
                if (!RenderSceneToFile())
                {
                    return(false);
                }
            }

            _Direct3D.BeginScene(BackgroundColour);

            // Render the scene as normal to the back buffer.
            //result = RenderScene();
            //if (!result) return false;

            _Camera.Render();

            var worldMatrix      = _Direct3D.WorldMatrix;
            var viewMatrix       = _Camera._viewMatrix;
            var projectionMatrix = _Direct3D.ProjectionMatrix;
            var orthoMatrix      = _Direct3D.OrthoMatrix;

            var rotation = _Camera.Rotation;

            _Direct3D.TurnOnAlphaBlending();
            var deviceContext = _Direct3D.DeviceContext;


            graph.Render(_Direct3D, _ColorShader, _MonoShader, worldMatrix, viewMatrix, projectionMatrix, rotation);


            if (!_DebugLine.Render(deviceContext, _MonoShader, worldMatrix, viewMatrix, projectionMatrix))
            {
                return(false);
            }



            _Direct3D.TurnZBufferOff();

            foreach (var button in ButtonList)
            {
                result &= button.Render(_Direct3D, _MonoShader, worldMatrix, _baseViewMatrix, orthoMatrix);
            }
            if (!result)
            {
                return(false);
            }

            if (_RenderMiniAxis)
            {
                var worldMatrixPlaine = worldMatrix;
                var transformMatrix   = Matrix.RotationY(-rotation.Y * (float)(Math.PI / 180f));
                worldMatrixPlaine = Matrix.Multiply(worldMatrixPlaine, transformMatrix);
                transformMatrix   = Matrix.RotationX(-rotation.X * (float)(Math.PI / 180f));
                worldMatrixPlaine = Matrix.Multiply(worldMatrixPlaine, transformMatrix);
                transformMatrix   = Matrix.Translation(screenwidth_ / 2 - 35, 0, 30);
                worldMatrixPlaine = Matrix.Multiply(worldMatrixPlaine, transformMatrix);
                _AxisMini.Render(deviceContext, _MonoShader, worldMatrixPlaine, _baseViewMatrix, orthoMatrix);
            }

            //result = _DebugWindow.Render(_Direct3D.GetDeviceContext(), 50, 50);
            //if (!result) return false;

            //// Render the debug window using the texture shader.
            //result = _TextureShader.Render(_Direct3D.GetDeviceContext(), _DebugWindow.GetIndexCount(), worldMatrix, _baseViewMatrix,
            //    orthoMatrix, _RenderTexture.GetShaderResourceView());
            //if (!result)
            //{
            //    return false;
            //}

            _Direct3D.TurnOffAlphaBlending();

            _Direct3D.TurnZBufferOn();

            _Direct3D.EndScene();
            return(true);
        }