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); }
public void ShutDown() { DPerfLogger.ShutDown(); // Release the light object. Light = null; // Release the position object. Position = null; // Release the timer object. Timer = null; // Release the camera object. Camera = null; // Release the shadow shader object. ShadowShader?.ShutDown(); ShadowShader = null; // Release the transparent depth shader object. TransparentDepthShader?.ShutDown(); TransparentDepthShader = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the tree object. TreeModel?.Shutdown(); TreeModel = null; // Release the model object. GroundModel?.Shutdown(); GroundModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }