private bool RenderSceneToTexture() { // Set the render target to be the render to texture. RenderTexture.SetRenderTarget(D3D.DeviceContext); // Clear the render to texture. RenderTexture.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Get the world matrix from the d3d object. Matrix worldMatrix = D3D.WorldMatrix; // Generate the light view matrix based on the light's position. Light.GenerateViewMatrix(); // Get the view and orthographic matrices from the light object. Matrix lightViewMatrix = Light.ViewMatrix; Matrix lightOrthoMatrix = Light.OrthoMatrix; // Translate to the position of the tree. Vector3 treePosition = TreeModel.GetPosition(); Matrix.Translation(treePosition.X, treePosition.Y, treePosition.Z, out worldMatrix); // Render the tree trunk with the depth shader. TreeModel.RenderTrunk(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, TreeModel.TrunkIndexCount, worldMatrix, lightViewMatrix, lightOrthoMatrix)) { return(false); } // Render the tree leaves using the depth transparency shader. TreeModel.RenderLeaves(D3D.DeviceContext); if (!TransparentDepthShader.Render(D3D.DeviceContext, TreeModel.LeafIndexCount, worldMatrix, lightViewMatrix, lightOrthoMatrix, TreeModel.LeafTexture.TextureResource)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Translate to the position of the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMatrix); // Render the ground model with the depth shader. GroundModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, lightViewMatrix, lightOrthoMatrix)) { return(false); } // Reset the render target back to the original back buffer and not the render to texture anymore. D3D.SetBackBufferRenderTarget(); // Reset the viewport back to the original. D3D.ResetViewPort(); return(true); }
private bool Render() { // Clear the buffers to begin the scene. D3D.BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, and projection matrices from the camera and d3d objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Get the view and projection matrices from the view point object. Matrix viewMatrix2 = ViewPoint.ViewMatrix; Matrix projectionMatrix2 = ViewPoint.ProjectionMatrix; // Setup the translation for the ground model. Matrix.Translation(0.0f, 1.0f, 0.0f, out worldMatrix); // Render the ground model using the projection shader. GroundModel.Render(D3D.DeviceContext); if (!ProjectionShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, GroundModel.Texture.TextureResource, Light.AmbientColor, Light.DiffuseColour, Light.Position, viewMatrix2, projectionMatrix2, ProjectionTexture.TextureResource)) { return(false); } // Reset the world matrix and setup the translation for the cube model. worldMatrix = D3D.WorldMatrix; Matrix.Translation(0.0f, 2.0f, 0.0f, out worldMatrix); // Render the cube model using the projection shader. CubeModel.Render(D3D.DeviceContext); if (!ProjectionShader.Render(D3D.DeviceContext, CubeModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, CubeModel.Texture.TextureResource, Light.AmbientColor, Light.DiffuseColour, Light.Position, viewMatrix2, projectionMatrix2, ProjectionTexture.TextureResource)) { return(false); } // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
private bool Render() { // Clear the scene. D3D.BeginScene(0.0f, 0.0f, 1.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, projection, ortho, and base view matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewCameraMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; Matrix orthoMatrix = D3D.OrthoMatrix; Matrix baseViewMatrix = Camera.BaseViewMatrix; // Render the ground model. GroundModel.Render(D3D.DeviceContext); ShaderManager.RenderTextureShader(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, GroundModel.ColourTexture.TextureResource); // Turn on the alpha-to-coverage blending. D3D.EnableSecondBlendState(); // Render the foliage. Foliage.Render(D3D.DeviceContext); if (!ShaderManager.RenderFoliageShader(D3D.DeviceContext, Foliage.VertexCount, Foliage.InstanceCount, viewCameraMatrix, projectionMatrix, Foliage.Texture.TextureResource)) { return(false); } // Turn off the alpha blending. D3D.TurnOffAlphaBlending(); // Render the user interface. UserInterface.Render(D3D, ShaderManager, worldMatrix, baseViewMatrix, orthoMatrix); // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
private bool RenderSceneToTexture2() { // Set the render target to be the render to texture. RenderTexture2.SetRenderTarget(D3D.DeviceContext); // Clear the render to texture. RenderTexture2.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Generate the light view matrix based on the light's position. Light2.GenerateViewMatrix(); // Get the world matrix from the d3d object. Matrix worldMareix = D3D.WorldMatrix; // Get the view and orthographic matrices from the light object. Matrix lightViewMatrix = Light2.ViewMatrix; Matrix lightOrthoMatrix = Light2.ProjectionMatrix; // Setup the translation matrix for the cube model. Vector3 cubePosition = CubeModel.GetPosition(); Matrix.Translation(cubePosition.X, cubePosition.Y, cubePosition.Z, out worldMareix); // Render the cube model with the depth shader. CubeModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, CubeModel.IndexCount, worldMareix, lightViewMatrix, lightOrthoMatrix)) { return(false); } // Reset the world matrix. worldMareix = D3D.WorldMatrix; // Setup the translation matrix for the sphere model. Vector3 spherePosition = SphereModel.GetPosition(); Matrix.Translation(spherePosition.X, spherePosition.Y, spherePosition.Z, out worldMareix); // Render the sphere model with the depth shader. SphereModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, SphereModel.IndexCount, worldMareix, lightViewMatrix, lightOrthoMatrix)) { return(false); } // Reset the world matrix. worldMareix = D3D.WorldMatrix; // Setup the translation matrix for the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMareix); // Render the ground model with the depth shader. GroundModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMareix, lightViewMatrix, lightOrthoMatrix)) { return(false); } // Reset the render target back to the original back buffer and not the render to texture anymore. D3D.SetBackBufferRenderTarget(); // Reset the viewport back to the original. D3D.ResetViewPort(); return(true); }
public bool Render() { // First render the scene to a texture. if (!RenderSceneToTexture()) { return(false); } // Render the scene to texture again but use the second light's view point. if (!RenderSceneToTexture2()) { return(false); } // Clear the buffers to begin the scene. D3D.BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Generate the light view matrix based on the light's position. Light.GenerateViewMatrix(); // Do the same for the second light. Light2.GenerateViewMatrix(); // Get the world, view, and projection matrices from the camera and d3d objects. Matrix viewMatrix = Camera.ViewMatrix; Matrix worldMatrix = D3D.WorldMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Get the light's view and projection matrices from the light object. Matrix lightViewMatrix = Light.ViewMatrix; Matrix lightProjectionMatrix = Light.ProjectionMatrix; // Do the same for the second light. Matrix lightViewMatrix2 = Light2.ViewMatrix; Matrix lightProjectionMatrix2 = Light2.ProjectionMatrix; // Setup the translation matrix for the cube model. Vector3 cubePosition = CubeModel.GetPosition(); Matrix.Translation(cubePosition.X, cubePosition.Y, cubePosition.Z, out worldMatrix); // Put the cube model vertex and index buffers on the graphics pipeline to prepare them for drawing. CubeModel.Render(D3D.DeviceContext); // Render the model using the shadow shader. if (!ShadowShader.Render(D3D.DeviceContext, CubeModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, CubeModel.Texture.TextureResource, RenderTexture.ShaderResourceView, Light.Position, Light.AmbientColor, Light.DiffuseColour, lightViewMatrix2, lightProjectionMatrix2, RenderTexture2.ShaderResourceView, Light2.Position, Light2.DiffuseColour)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Setup the translation matrix for the sphere model. Vector3 spherePosition = SphereModel.GetPosition(); Matrix.Translation(spherePosition.X, spherePosition.Y, spherePosition.Z, out worldMatrix); // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. SphereModel.Render(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, SphereModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, SphereModel.Texture.TextureResource, RenderTexture.ShaderResourceView, Light.Position, Light.AmbientColor, Light.DiffuseColour, lightViewMatrix2, lightProjectionMatrix2, RenderTexture2.ShaderResourceView, Light2.Position, Light2.DiffuseColour)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Setup the translation matrix for the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMatrix); // Render the ground model using the shadow shader. GroundModel.Render(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, GroundModel.Texture.TextureResource, RenderTexture.ShaderResourceView, Light.Position, Light.AmbientColor, Light.DiffuseColour, lightViewMatrix2, lightProjectionMatrix2, RenderTexture2.ShaderResourceView, Light2.Position, Light2.DiffuseColour)) { return(false); } // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
private bool RenderScene() { // 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; #region Render Ground Model // Translate to where the ground model will be rendered. Matrix.Translation(0f, 1f, 0f, out worldMatrix); // Put the ground model vertex and index buffers on the graphics pipeline to prepare them for drawing. GroundModel.Render(D3D.DeviceContext); // Render the ground model using the light shader. if (!LightShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, GroundModel.TextureCollection.Select(item => item.TextureResource).First(), Light.Direction, Light.AmbientColor, Light.DiffuseColour, Camera.GetPosition(), Light.SpecularColor, Light.SpecularPower)) { return(false); } #endregion // Reset the world matrix. worldMatrix = D3D.WorldMatrix; #region Render Wall Model // Translate to where the ground model will be rendered. Matrix.Translation(0f, 6f, 8f, out worldMatrix); // Put the wall model vertex and index buffers on the graphics pipeline to prepare them for drawing. WallModel.Render(D3D.DeviceContext); // Render the wall model using the light shader. if (!LightShader.Render(D3D.DeviceContext, WallModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, WallModel.TextureCollection.Select(item => item.TextureResource).First(), Light.Direction, Light.AmbientColor, Light.DiffuseColour, Camera.GetPosition(), Light.SpecularColor, Light.SpecularPower)) { return(false); } #endregion // Reset the world matrix. worldMatrix = D3D.WorldMatrix; #region Render Bath Model // Translate to where the bath model will be rendered. Matrix.Translation(0f, 2f, 0f, out worldMatrix); // Put the bath model vertex and index buffers on the graphics pipeline to prepare them for drawing. BathModel.Render(D3D.DeviceContext); // Render the bath model using the light shader. if (!LightShader.Render(D3D.DeviceContext, BathModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, BathModel.TextureCollection.Select(item => item.TextureResource).First(), Light.Direction, Light.AmbientColor, Light.DiffuseColour, Camera.GetPosition(), Light.SpecularColor, Light.SpecularPower)) { return(false); } #endregion // Reset the world matrix. worldMatrix = D3D.WorldMatrix; #region Render Water Model // Get the camera reflection view matrix. var reflectionMatrix = Camera.ReflectionViewMatrix; // Translate to where the water model will be rendered. Matrix.Translation(0f, WaterHeight, 0f, out worldMatrix); // Put the water model vertex and index buffers on the graphics pipeline to prepare them for drawing. WaterModel.Render(D3D.DeviceContext); // Render the bath model using the light shader. if (!WaterShader.Render(D3D.DeviceContext, WaterModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix, RenderReflectionTexture.ShaderResourceView, RenderRefractionTexture.ShaderResourceView, WaterModel.TextureCollection.Select(item => item.TextureResource).First(), WaterTranslation, 0.1f)) // was 0.01f for scale originally. { return(false); } #endregion return(true); }
private bool RenderBlackAndWhiteShadows() { // Set the render target to be the render to texture. BlackWhiteRenderTexture.SetRenderTarget(D3D.DeviceContext); // Clear the render to texture. BlackWhiteRenderTexture.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Generate the light view matrix based on the light's position. Light.GenerateViewMatrix(); // Get the world, view, and projection matrices from the camera and d3d objects. Matrix cameraViewMatrix = Camera.ViewMatrix; Matrix worldMatrix = D3D.WorldMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Get the light's view and projection matrices from the light object. Matrix lightViewMatrix = Light.ViewMatrix; Matrix lightProjectionMatrix = Light.ProjectionMatrix; // Setup the translation matrix for the cube model. Vector3 cubePosition = CubeModel.GetPosition(); Matrix.Translation(cubePosition.X, cubePosition.Y, cubePosition.Z, out worldMatrix); // Render the cube model using the shadow shader. CubeModel.Render(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, CubeModel.IndexCount, worldMatrix, cameraViewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, RenderTexture.ShaderResourceView, Light.Position)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Setup the translation matrix for the sphere model. Vector3 spherePosition = SphereModel.GetPosition(); Matrix.Translation(spherePosition.X, spherePosition.Y, spherePosition.Z, out worldMatrix); // Render the sphere model using the shadow shader. SphereModel.Render(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, SphereModel.IndexCount, worldMatrix, cameraViewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, RenderTexture.ShaderResourceView, Light.Position)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Setup the translation matrix for the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMatrix); // Render the ground model using the shadow shader. GroundModel.Render(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, SphereModel.IndexCount, worldMatrix, cameraViewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, RenderTexture.ShaderResourceView, Light.Position)) { return(false); } // Reset the render target back to the original back buffer and not the render to texture anymore. D3D.SetBackBufferRenderTarget(); // Reset the viewport back to the original. D3D.ResetViewPort(); return(true); }
public bool Render() { // First render the scene to a texture. if (!RenderSceneToTexture()) { return(false); } // Next render the shadowed scene in black and white. if (!RenderBlackAndWhiteShadows()) { return(false); } // Then down sample the black and white scene texture. if (!DownSampleTexture()) { return(false); } // Perform a horizontal blur on the down sampled texture. if (!RenderHorizontalBlurToTexture()) { return(false); } // Now perform a vertical blur on the texture. if (!RenderVerticalBlurToTexture()) { return(false); } // Finally up sample the final blurred render to texture that can now be used in the soft shadow shader. if (!UpSampleTexture()) { return(false); } // Clear the buffers to begin the scene. D3D.BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, and projection matrices from the camera and d3d objects. Matrix viewMatrix = Camera.ViewMatrix; Matrix worldMatrix = D3D.WorldMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Setup the translation matrix for the cube model. Vector3 cubePosition = CubeModel.GetPosition(); Matrix.Translation(cubePosition.X, cubePosition.Y, cubePosition.Z, out worldMatrix); // Render the cube model using the soft shadow shader. CubeModel.Render(D3D.DeviceContext); if (!SoftShadowShader.Render(D3D.DeviceContext, CubeModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, CubeModel.Texture.TextureResource, UpSampleTexure.ShaderResourceView, Light.Position, Light.AmbientColor, Light.DiffuseColour)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Setup the translation matrix for the sphere model. Vector3 spherePosition = SphereModel.GetPosition(); Matrix.Translation(spherePosition.X, spherePosition.Y, spherePosition.Z, out worldMatrix); // Render the sphere model using the soft shadow shader. SphereModel.Render(D3D.DeviceContext); if (!SoftShadowShader.Render(D3D.DeviceContext, SphereModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, SphereModel.Texture.TextureResource, UpSampleTexure.ShaderResourceView, Light.Position, Light.AmbientColor, Light.DiffuseColour)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Setup the translation matrix for the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMatrix); // Render the ground model using the shadow shader. GroundModel.Render(D3D.DeviceContext); if (!SoftShadowShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, GroundModel.Texture.TextureResource, UpSampleTexure.ShaderResourceView, Light.Position, Light.AmbientColor, Light.DiffuseColour)) { return(false); } // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
private bool Render() { // Render the depth of the scene to a texture. if (!RenderSceneToTexture()) { return(false); } // Clear the scene to Grey D3D.BeginScene(0.0f, 0.5f, 0.8f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Generate the light view matrix based on the light's position. Light.GenerateViewMatrix(); // Get the matrices from the camera and d3d objects. Matrix viewCameraMatrix = Camera.ViewMatrix; Matrix worldMatrix = D3D.WorldMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Get the light's view and projection matrices from the light object. Matrix lightViewMatrix = Light.ViewMatrix; Matrix lightOrthoMatrix = Light.OrthoMatrix; // Set the light color attributes. Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); // Translate to the position of the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMatrix); // Render the ground model using the shadow shader. GroundModel.Render(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, lightViewMatrix, lightOrthoMatrix, GroundModel.Texture.TextureResource, RenderTexture.ShaderResourceView, Light.Direction, Light.AmbientColor, Light.DiffuseColour)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Translate to the position of the tree model. Vector3 treePosition = TreeModel.GetPosition(); Matrix.Translation(treePosition.X, treePosition.Y, treePosition.Z, out worldMatrix); // Render the tree trunk. TreeModel.RenderTrunk(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, TreeModel.TrunkIndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, lightViewMatrix, lightOrthoMatrix, TreeModel.TrunkTexture.TextureResource, RenderTexture.ShaderResourceView, Light.Direction, Light.AmbientColor, Light.DiffuseColour)) { return(false); } // Enable blending and D3D.TurnOnAlphaBlending(); // Render the tree leaves. TreeModel.RenderLeaves(D3D.DeviceContext); if (!ShadowShader.Render(D3D.DeviceContext, TreeModel.LeafIndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, lightViewMatrix, lightOrthoMatrix, TreeModel.LeafTexture.TextureResource, RenderTexture.ShaderResourceView, Light.Direction, Light.AmbientColor, Light.DiffuseColour)) { return(false); } // Turn off Alpha Blending. D3D.TurnOffAlphaBlending(); // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Present the rendered scene to the screen. D3D.EndScene(); return(true); }