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; }
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); }