public void Render(DeviceContext deviceContext, DFrustum frustum, DTerrainShader terrainShader) { // Reset the number of the triangles that are drawn for this frame. DrawCount = 0; // Render each node that is visible at the parent node and moving down the tree. RenderNode(deviceContext, ParentNode, frustum, terrainShader); }
public bool Render(DeviceContext deviceContext, DTerrainShader shader, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, Vector4 ambiantColour, Vector4 diffuseColour, Vector3 lightDirection) { // Set vertex buffer stride and offset. // Set the shader parameters that it will use for rendering. if (!shader.SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, ambiantColour, diffuseColour, lightDirection)) { return(false); } // Set the type of primitive that should be rendered from the vertex buffers, in this case triangles. deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; // Render each material group. for (int i = 0; i < m_MaterialCount; i++) { // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(Materials[i].vertexBuffer, Utilities.SizeOf <DVertexType>(), 0)); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetIndexBuffer(Materials[i].indexBuffer, Format.R32_UInt, 0); // If the material group has a valid second texture index then this is a blended terrain polygon. bool result; if (Materials[i].textureIndex2 != -1) { result = shader.SetShaderTextures(deviceContext, Textures[Materials[i].textureIndex1].TextureResource, Textures[Materials[i].textureIndex2].TextureResource, Textures[Materials[i].alphaIndex].TextureResource, false); } else // If not then it is just a single textured polygon. { result = shader.SetShaderTextures(deviceContext, Textures[Materials[i].textureIndex1].TextureResource, null, null, false); } // Check if the textures were set or not. if (!result) { return(false); } // Now render the prepared buffers with the shader. shader.RenderShader(deviceContext, Materials[i].indexCount); } return(true); }
// 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 { // 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 position object. Position = new DPosition(); // Set the initial position and rotation of the viewer. Position.SetPosition(280.379f, 24.5225f, 367.018f); Position.SetRotation(19.6834f, 222.013f, 0.0f); // 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; // 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(0.5f, -0.75f, 0.25f); // Create the model object. TerrainModel = new DTerrainHeightMap(); // Initialize the terrain object. if (!TerrainModel.Initialize(D3D.Device, "hm.bmp", "cm.bmp", 20.0f, "dirt04.bmp", "normal01.bmp")) { 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 sky dome object. SkyDome = new DSkyDome(); // Initialize the sky dome object. if (!SkyDome.Initialize(D3D.Device)) { return(false); } // Create the sky dome shader object. SkyDomeShader = new DSkyDomeShader(); // Initialize the sky dome shader object. if (!SkyDomeShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the sky plane object. SkyPlane = new DSkyPlane(); // Initialize the sky plane object. if (!SkyPlane.Initialze(D3D.Device, "cloud001.bmp", "perturb001.bmp")) { return(false); } // Create the sky plane shader object. SkyPlaneShader = new DSkyPlaneShader(); // Initialize the sky plane shader object. if (!SkyPlaneShader.Initialize(D3D.Device, windowHandle)) { return(false); } // 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 refraction render to texture object. RefractionTexture = new DRenderTexture(); // Initialize the refraction render to texture object. if (!RefractionTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the reflection render to texture object. ReflectionTexture = new DRenderTexture(); // Initialize the reflection render to texture object. if (!ReflectionTexture.Initialize(D3D.Device, configuration)) { return(false); } // Create the reflection shader object. ReflectionShader = new DReflectionShader(); // Initialize the reflection shader object. if (!ReflectionShader.Initialize(D3D.Device, windowHandle)) { return(false); } // Create the water object. WaterModel = new DWater(); // Initialize the water object. if (!WaterModel.Initilize(D3D.Device, "waternormal.bmp", 3.75f, 110.0f)) { return(false); } // Create the water shader object. WaterShader = new DWaterShader(); // Initialize the water shader object. if (!WaterShader.Initialize(D3D.Device, windowHandle)) { return(false); } return(true); } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return(false); } }
private void RenderNode(DeviceContext deviceContext, DNodeType node, DFrustum frustum, DTerrainShader terrainShader) { // Check to see if the node can be viewed, height doesn't matter in a quad tree. // If it can't be seen then none of its children can either, so don't continue down the tree, this is where the speed is gained. if (!frustum.CheckCube(new SharpDX.Vector3(node.positionX, 0.0f, node.positionZ), (node.width / 2.0f))) // 63.7506409 { return; } // If it can be seen then check all four child nodes to see if they can also be seen. int count = 0; for (int i = 0; i < 4; i++) { // parentNode.width > 0.0f && parentNode.Nodes[i].VertexBuffer != null if (node.Nodes[i].width > 0.0f) //node.Nodes != null/ parentNode.Nodes[i].width > 0.0f { count++; RenderNode(deviceContext, node.Nodes[i], frustum, terrainShader); } } // If there were any children nodes then there is no need to continue as parent nodes won't contain any triangles to render. if (count != 0) { return; } int vertexCount = node.TriangleCount * 3; // Otherwise if this node can be seen and has triangles in it then render these triangles. // Set vertex buffer stride and offset. // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(node.VertexBuffer, Utilities.SizeOf <DTerrain.DVertexType>(), 0)); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetIndexBuffer(node.IndexBuffer, Format.R32_UInt, 0); // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; // Determine the number of indices in this node. int indexCount = node.TriangleCount * 3; // Call the terrain shader to render the polygons in this node. terrainShader.RenderShader(deviceContext, indexCount); // Increase the count of the number of polygons that have been rendered during this frame. DrawCount += node.TriangleCount; }
// 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); } }
// 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 position object. Position = new DPosition(); // Set the initial position and rotation of the viewer. Position.SetPosition(15.0f, 13.0f, 20.0f); Position.SetRotation(25.0f, 180.0f, 0.0f); // Create the camera object Camera = new DCamera(); // Create the light object. Light = new DLight(); // Initialize the light object. Light.Direction = new Vector3(0.5f, -0.75f, 0.0f); // Create the model object. TerrainModel = new DTerrainHeightMap(); // Initialize the terrain object. if (!TerrainModel.Initialize(D3D.Device, "hm01.bmp", 10.0f)) { 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 first color texture object. ColourTexture1 = new DTexture(); // Load the first color texture object. if (!ColourTexture1.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "dirt001.bmp")) { return(false); } // Create the second color texture object. ColourTexture2 = new DTexture(); // Load the second color texture object. if (!ColourTexture2.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "dirt004.bmp")) { return(false); } // Create the third color texture object. ColourTexture3 = new DTexture(); // Load the third color texture object. if (!ColourTexture3.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "dirt002.bmp")) { return(false); } // Create the fourth color texture object. ColourTexture4 = new DTexture(); // Load the forth color texture object. if (!ColourTexture4.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "stone001.bmp")) { return(false); } // Create the first alpha texture object. AlphaTexture1 = new DTexture(); // Load the first alpha texture object. if (!AlphaTexture1.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "alphaRoad001.bmp")) { return(false); } // Create the first normal texture object. NormalTexture1 = new DTexture(); // Load the first alpha/Normal texture object. if (!NormalTexture1.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "normal001.bmp")) { return(false); } // Create the second normal texture object. NormalTexture2 = new DTexture(); // Load the second alpha/Normal texture object. if (!NormalTexture2.Initialize(D3D.Device, DSystemConfiguration.DataFilePath + "normal002.bmp")) { return(false); } return(true); } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return(false); } }