Exemple #1
0
 public void Render(DeviceContext deviceContext, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, Sun sun)
 {
     deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(_vertexBuffer, Utilities.SizeOf <VertexDefinition.WaterVertex>(), 0));
     deviceContext.InputAssembler.SetIndexBuffer(_indexBuffer, Format.R32_UInt, 0);
     deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
     _shader.Render(deviceContext, _indexCount, worldMatrix, viewMatrix, projectionMatrix, _bumpMapTexture, _borderTexture, _waveTranslation, sun);
 }
        public void Render(DeviceContext deviceContext, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, Light light)
        {
            Light newLight = new Light(light.Direction, light.Color, new Vector4(1), light.SpecularPower, light.SpecularColor);

            _skydome.Render(deviceContext);
            _renderer.LightShader.Render(deviceContext, _skydome.IndexCount, Matrix.Scaling(10000) * Matrix.RotationY(MathUtil.PiOverTwo - WaveTranslation.X / 8), viewMatrix, projectionMatrix, _skydome.Texture, newLight, _renderer.Camera);

            deviceContext.ClearDepthStencilView(_renderer.DirectX.RenderToTextureDepthStencilView, DepthStencilClearFlags.Depth, 1, 0);
            _refractionTexture.SetRenderTarget(deviceContext, _renderer.DirectX.RenderToTextureDepthStencilView);
            _refractionTexture.ClearRenderTarget(deviceContext, _renderer.DirectX.RenderToTextureDepthStencilView, 0.0f, 0.0f, 0.0f, 1.0f);
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(TerrainVertexBuffer, Utilities.SizeOf <VertexDefinition.PositionTextureNormal4Weights>(), 0));
            deviceContext.InputAssembler.SetIndexBuffer(TerrainIndexBuffer, Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            TerrainShader.Render(deviceContext, TerrainIndexCount, worldMatrix, viewMatrix, projectionMatrix, light, _terrainTextures, _refractionClippingPlane);

            deviceContext.ClearDepthStencilView(_renderer.DirectX.RenderToTextureDepthStencilView, DepthStencilClearFlags.Depth, 1, 0);
            _reflectionTexture.SetRenderTarget(deviceContext, _renderer.DirectX.RenderToTextureDepthStencilView);
            _reflectionTexture.ClearRenderTarget(deviceContext, _renderer.DirectX.RenderToTextureDepthStencilView, 0.0f, 0.0f, 0.0f, 1.0f);
            _skydome.Render(deviceContext);
            _renderer.LightShader.Render(deviceContext, _skydome.IndexCount, Matrix.Scaling(10000) * Matrix.RotationY(MathUtil.PiOverTwo - WaveTranslation.X / 8), viewMatrix, projectionMatrix, _skydome.Texture, newLight, _renderer.Camera);
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(TerrainVertexBuffer, Utilities.SizeOf <VertexDefinition.PositionTextureNormal4Weights>(), 0));
            deviceContext.InputAssembler.SetIndexBuffer(TerrainIndexBuffer, Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            TerrainShader.Render(deviceContext, TerrainIndexCount, worldMatrix, _renderer.Camera.ReflectionMatrix, projectionMatrix, light, _terrainTextures, _reflectionClippingPlane);
            _renderer.DirectX.SetBackBufferAsRenderTarget();
            //Render water
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(WaterVertexBuffer, Utilities.SizeOf <VertexDefinition.PositionTexture>(), 0));
            deviceContext.InputAssembler.SetIndexBuffer(WaterIndexBuffer, Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            WaterShader.Render(deviceContext, WaterIndexCount, worldMatrix, viewMatrix, projectionMatrix, _renderer.Camera.ReflectionMatrix, _reflectionTexture.ShaderResourceView, _refractionTexture.ShaderResourceView, _bumpMap.TextureResource, WaveTranslation, _renderer.Camera.Position);
            //Render terrain
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(TerrainVertexBuffer, Utilities.SizeOf <VertexDefinition.PositionTextureNormal4Weights>(), 0));
            deviceContext.InputAssembler.SetIndexBuffer(TerrainIndexBuffer, Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            TerrainShader.Render(deviceContext, TerrainIndexCount, worldMatrix, viewMatrix, projectionMatrix, light, _terrainTextures, _noClippingPlane);

            _bitmap.Render(deviceContext);
            _renderer.TextureShader.Render(deviceContext, _bitmap.IndexCount, Matrix.Identity, _renderer.Camera.UiMatrix, _renderer.DirectX.OrthoMatrix, _refractionTexture.ShaderResourceView);
            _bitmap2.Render(deviceContext);
            _renderer.TextureShader.Render(deviceContext, _bitmap.IndexCount, Matrix.Identity, _renderer.Camera.UiMatrix, _renderer.DirectX.OrthoMatrix, _reflectionTexture.ShaderResourceView);
        }
        private bool Render()
        {
            // Clear 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, projection, ortho, base view and reflection 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;
            Matrix reflectionMatrix = Camera.ReflectionViewMatrix;

            // Get the position of the camera.
            Vector3 cameraPosition = Camera.GetPosition();

            // Translate the sky dome to be centered around the camera position.
            Matrix.Translation(cameraPosition.X, cameraPosition.Y, cameraPosition.Z, out worldMatrix);

            // Turn off back face culling and the Z buffer.
            D3D.TurnOffCulling();
            D3D.TurnZBufferOff();

            // Render the sky dome using the sky dome shader.
            SkyDome.Render(D3D.DeviceContext);
            if (!SkyDomeShader.Render(D3D.DeviceContext, SkyDome.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, SkyDome.ApexColour, SkyDome.CenterColour))
            {
                return(false);
            }

            // Turn back face culling back on.
            D3D.TurnOnCulling();

            // Enable additive blending so the clouds blend with the sky dome color.
            D3D.EnableSecondBlendState();

            // Render the sky plane using the sky plane shader.
            SkyPlane.Render(D3D.DeviceContext);
            if (!SkyPlaneShader.Render(D3D.DeviceContext, SkyPlane.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, SkyPlane.CloudTexture.TextureResource, SkyPlane.PerturbTexture.TextureResource, SkyPlane.m_Translation, SkyPlane.m_Scale, SkyPlane.m_Brightness))
            {
                return(false);
            }

            // Turn off blending.
            D3D.TurnOffAlphaBlending();

            // Turn the Z buffer back on.
            D3D.TurnZBufferOn();

            // Reset the world matrix.
            worldMatrix = D3D.WorldMatrix;

            // Render the terrain using the terrain shader.
            TerrainModel.Render(D3D.DeviceContext);
            if (!TerrainShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, TerrainModel.ColorTexture.TextureResource, TerrainModel.NormalMapTexture.TextureResource, Light.DiffuseColour, Light.Direction, 2.0f))
            {
                return(false);
            }

            // Translate to the location of the water and render it.
            Matrix.Translation(240.0f, WaterModel.WaterHeight, 250.0f, out worldMatrix);
            WaterModel.Render(D3D.DeviceContext);
            if (!WaterShader.Render(D3D.DeviceContext, WaterModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, reflectionMatrix, ReflectionTexture.ShaderResourceView, RefractionTexture.ShaderResourceView, WaterModel.Texture.TextureResource, Camera.GetPosition(), WaterModel.NormalMapTiling, WaterModel.WaterTranslation, WaterModel.ReflectRefractScale, WaterModel.RefractionTint, Light.Direction, WaterModel.SpecularShininess))
            {
                return(false);
            }

            // Reset the world matrix.
            worldMatrix = D3D.WorldMatrix;

            // Turn off the Z buffer to begin all 2D rendering.
            D3D.TurnZBufferOff();

            // Turn on the alpha blending before rendering the text.
            D3D.TurnOnAlphaBlending();

            // Render the text user interface elements.
            Text.Render(D3D.DeviceContext, worldMatrix, orthoMatrix);

            // Turn off alpha blending after rendering the text.
            D3D.TurnOffAlphaBlending();

            // Turn the Z buffer back on now that all 2D rendering has completed.
            D3D.TurnZBufferOn();

            // Present the rendered scene to the screen.
            D3D.EndScene();

            return(true);
        }
Exemple #4
0
        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);
        }