Esempio n. 1
0
        public bool Initialze(DDX11 D3D, IntPtr windowHandle, DSystemConfiguration configuration)
        {
            // Create the user interface object.
            UserInterface = new DUserInterface();
            // Initialize the user interface object.
            if (!UserInterface.Initialize(D3D, configuration))
            {
                return(false);
            }

            // Create the camera object
            Camera = new DCamera();
            // Initialize a base view matrix with the camera for 2D user interface rendering.
            Camera.SetPosition(0.0f, 0.0f, -10.0f);
            Camera.Render();
            Camera.RenderBaseViewMatrix();

            // Create the position object.
            Position = new DPosition();
            // Set the initial position and rotation of the viewer.28.0f, 5.0f, -10.0f
            Position.SetPosition(512.0f, 30.0f, 1034.0f);
            Position.SetRotation(0.0f, 180.0f, 0.0f);

            // Create the light object.
            Light = new DLight();

            // Initialize the light object.
            Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
            Light.Direction = new Vector3(-0.5f, -1.0f, -0.5f);

            // Create and initialize the frustum object.
            Frustum = new DFrustum();
            Frustum.Initialize(DSystemConfiguration.ScreenDepth);

            // Create the sky dome object.
            SkyDomeModel = new DSkyDome();

            // Initialize the sky dome object.
            if (!SkyDomeModel.Initialize(D3D.Device, "skydome.txt"))
            {
                return(false);
            }

            // Initialize the terrain object.
            Terrain = new DTerrain();
            // Initialize the ground model object.
            if (!Terrain.Initialize(D3D.Device, "setupS2TutTerr08.txt"))
            {
                return(false);
            }

            // Set the UI to display by default.
            DisplayUI = true;
            // Set wire frame rendering initially to enabled.
            WireFrame = false;
            // Set the rendering of cell lines initially to enabled.
            CellLines = true;

            return(true);
        }
Esempio n. 2
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        public void Render(DeviceContext deviceContext, DFrustum frustum, DTerrainShader terrainShader)
        {
            // Reset the number of the triangles that are drawn for this frame.
            DrawCount = 0;

            // Render each node that is visible at the parent node and moving down the tree.
            RenderNode(deviceContext, ParentNode, frustum, terrainShader);
        }
Esempio n. 3
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        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 RenderCell(DeviceContext deviceContext, int cellID, DFrustum frustum)
        {
            // Check if the cell is visible.  If it is not visible then just return and don't render it.
            if (!frustum.CheckRectangle2(TerrainCells[cellID].m_maxWidth, TerrainCells[cellID].m_maxHeight, TerrainCells[cellID].m_maxDepth, TerrainCells[cellID].m_minWidth, TerrainCells[cellID].m_minHeight, TerrainCells[cellID].m_minDepth))
            {
                // Increment the number of cells that were culled.
                m_cellsCulled++;
                return(false);
            }

            // If it is visible then render it.
            TerrainCells[cellID].Render(deviceContext);

            // Add the polygons in the cell to the render count.
            m_renderCount += (TerrainCells[cellID].VertexCount / 3);

            // Increment the number of cells that were actually drawn.
            m_cellsDrawn++;

            return(true);
        }
        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the input object.  The input object will be used to handle reading the keyboard and mouse input from the user.
                Input = new DInput();

                // Initialize the input object.
                if (!Input.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the camera object
                Camera = new DCamera();

                // Initialize a base view matrix with the camera for 2D user interface rendering.
                Camera.SetPosition(0.0f, 0.0f, -1.0f);
                Camera.Render();
                Matrix baseViewMatrix = Camera.ViewMatrix;
                // Set the initial position of the camera. (Since the ViewMatrix is already created from a base position.)
                Camera.SetPosition(50.0f, 18.0f, 7.0f);

                // Create the model object.
                TerrainModel = new DTerrain();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "heightMap01.bmp", "dirt03.bmp"))
                {
                    return(false);
                }

                // Create the position object.
                Position = new DPosition();

                // Set the initial position of the viewer to the same as the initial camera position.
                Position.SetPosition(Camera.GetPosition().X, Camera.GetPosition().Y, Camera.GetPosition().Z);
                // Position.SetRotation(0.0f, 249.067368f, 0.0f);

                // Create the fps object.
                FPS = new DFPS();

                // Initialize the fps object.
                FPS.Initialize();

                // Create the cpu object.
                CPU = new DCPU();

                // Initialize the cpu object.
                CPU.Initialize();

                // Create the text object.
                Text = new DText();

                // Initialize the text object.
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
                {
                    return(false);
                }

                // Set the video card information in the text object.
                if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext))
                {
                    return(false);
                }

                // Create the color shader object.HeightMapTerrainShader
                TerrainShader = new DTerrainShader();

                // Initialize the color shader object.
                if (!TerrainShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetAmbientColor(0.05f, 0.05f, 0.05f, 1.0f);
                Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.Direction = new Vector3(-0.5f, -1.0f, 0.0f);

                // Create the frustum object.
                Frustum = new DFrustum();

                // Create the quad tree object.
                QuadTree = new DQuadTree();

                // Initialize the quad tree object.
                if (!QuadTree.Initialize(TerrainModel, D3D.Device))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
Esempio n. 6
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        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the camera object
                Camera = new DCamera();

                // Initialize a base view matrix the camera for 2D user interface rendering.
                Camera.SetPosition(0, 0, -1);
                Camera.Render();
                var baseViewMatrix = Camera.ViewMatrix;

                // Create the text object.
                Text = new DTextClass();
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
                {
                    return(false);
                }

                // Create the model class.
                Model = new DModel();

                // Initialize the model object.
                if (!Model.Initialize(D3D.Device, "sphere.txt", "seafloor.bmp"))
                {
                    MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the light shader object.
                LightShader = new DLightShader();

                // Initialize the light shader object.
                if (!LightShader.Initialize(D3D.Device, windowHandle))
                {
                    MessageBox.Show("Could not initialize the light shader", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetDirection(0.0f, 0.0f, 1.0f);

                // Create the model list object.
                ModelList = new DModelList();

                // Initialize the model list object.
                if (!ModelList.Initialize(25))
                {
                    MessageBox.Show("Could not initialize the model list object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the frustum object.
                Frustum = new DFrustum();

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }