Ejemplo n.º 1
0
        public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the Direct3D object.
                D3D = new DX11();
                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the camera object
                Camera = new Camera();

                // 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 Text();
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
                {
                    MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the model class.
                Model = new Model();

                // Initialize the model object.
                if (!Model.Initialize(D3D.Device, "sphere.txt", new[] { "stone01.dds", "light01.dds" }))
                {
                    MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the light shader object.
                LightMapShader = new LightMapShader();

                // Initialize the light shader object.
                if (!LightMapShader.Initialize(D3D.Device, windowHandle))
                {
                    MessageBox.Show("Could not initialize the light shader", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the light object.
                Light = new Light();

                // Initialize the light object.
                Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
                Light.SetDiffuseColor(1, 0, 0, 1f);
                Light.SetDirection(1, 0, 1);
                Light.SetSpecularColor(0, 1, 1, 1);
                Light.SetSpecularPower(32);

                // Create the model list object.
                ModelList = new ModelList();

                // 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 Frustum();

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
Ejemplo n.º 2
0
        public bool Render()
        {
            // Clear the buffer to begin the scene.
            D3D.BeginScene(0f, 0f, 0f, 1f);

            // Generate the view matrix based on the camera position.
            Camera.Render();

            // Get the world, view, and projection matrices from camera and d3d objects.
            var viewMatrix       = Camera.ViewMatrix;
            var worldMatrix      = D3D.WorldMatrix;
            var projectionMatrix = D3D.ProjectionMatrix;
            var orthoMatrix      = D3D.OrthoMatrix;

            // Construct the frustum.
            Frustum.ConstructFrustum(SystemConfiguration.ScreenDepth, projectionMatrix, viewMatrix);

            // Initialize the count of the models that have been rendered.
            var renderCount = 0;

            Vector3 position;
            Vector4 color;

            // Go through all models and render them only if they can seen by the camera view.
            for (int index = 0; index < ModelList.ModelCount; index++)
            {
                // Get the position and color of the sphere model at this index.
                ModelList.GetData(index, out position, out color);

                // Set the radius of the sphere to 1.0 since this is already known.
                var radius = 1.0f;

                // Check if the sphere model is in the view frustum.
                var renderModel = Frustum.CheckSphere(position, radius);

                // If it can be seen then render it, if not skip this model and check the next sphere.
                if (renderModel)
                {
                    // Move the model to the location it should be rendered at.
                    worldMatrix = Matrix.Translation(position);

                    // Put the model vertex and index buffer on the graphics pipeline to prepare them for drawing.
                    Model.Render(D3D.DeviceContext);

                    // Render the model using the color shader.
                    if (!LightMapShader.Render(D3D.DeviceContext, Model.IndexCount, worldMatrix, viewMatrix, projectionMatrix, Model.TextureCollection.Select(item => item.TextureResource).ToArray()))
                    {
                        return(false);
                    }

                    // Reset to the original world matrix.
                    worldMatrix = D3D.WorldMatrix;

                    // Since this model was rendered then increase the count for this frame.
                    renderCount++;
                }
            }

            // Set the number of the models that was actually rendered this frame.
            if (!Text.SetRenderCount(renderCount, D3D.DeviceContext))
            {
                return(false);
            }

            // Turn off the Z buffer to begin all 2D rendering.
            D3D.TurnZBufferOff();

            // Turn on the alpha blending before rendering the text.
            D3D.TurnOnAlphaBlending();

            // Render the text string.
            if (!Text.Render(D3D.DeviceContext, worldMatrix, orthoMatrix))
            {
                return(false);
            }

            // Turn off the alpha blending before rendering the text.
            D3D.TurnOffAlphaBlending();

            // Turn on the Z buffer to begin all 2D rendering.
            D3D.TurnZBufferOn();

            // Present the rendered scene to the screen.
            D3D.EndScene();

            return(true);
        }