Example #1
0
        /// <summary>
        /// Renders the scene to each of the 6 faces of the cube map
        /// </summary>
        private void RenderSceneIntoEnvMap()
        {
            // Set the projection matrix for a field of view of 90 degrees
            Matrix matProj;

            matProj = Matrix.PerspectiveFovLH((float)Math.PI * 0.5f, 1.0f, 0.5f, 1000.0f);


            // Get the current view matrix, to concat it with the cubemap view vectors
            Matrix matViewDir = ViewMatrix;

            matViewDir.M41 = 0.0f; matViewDir.M42 = 0.0f; matViewDir.M43 = 0.0f;



            // Render the six cube faces into the environment map
            if (environment != null)
            {
                rte.BeginCube(environment);
            }

            for (int i = 0; i < 6; i++)
            {
                rte.Face((CubeMapFace)i, 1);

                // Set the view transform for this cubemap surface
                Matrix matView = Matrix.Multiply(matViewDir, GetCubeMapViewMatrix((CubeMapFace)i));

                // Render the scene (except for the teapot)
                RenderScene(matView, matProj, false);
            }

            rte.End(1);
        }
Example #2
0
        private void DrawToEnvironment()
        {
            rte.BeginCube(cubeTexture);

            for (int i = 0; i < 6; i++)
            {
                rte.Face(( CubeMapFace )i, ( int )Filter.None);

                d3dDevice.Transform.World      = Matrix.Translation(teapotPos);
                d3dDevice.Transform.Projection = Matrix.PerspectiveFovLH(( float )Math.PI / 4, 1.0f, 1.0f, 10000.0f);
                d3dDevice.Transform.View       = GetViewMatrixForSide(( CubeMapFace )i);

                DrawQ3Map();
            }

            rte.End(( int )Filter.None);
        }