public bool Render()
        {
            // Clear the buffer to begin the scene.
            D3D.BeginScene(0f, 0f, 0f, 1f);

            // 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;

            // Rotate the world matrix by the rotation value so that the triangle will spin.
            Rotate();

            // Construct the frustum.
            // Rotate the world matrix by the rotation value so that the triangle will spin.
            Matrix.RotationY(Rotation, out worldMatrix);

            // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
            BumpMapModel.Render(D3D.DeviceContext);

            // Render the model using the color shader.
            if (!SpecMapShader.Render(D3D.DeviceContext, BumpMapModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, BumpMapModel.TextureCollection.Select(item => item.TextureResource).ToArray(), Light.Direction, Light.DiffuseColour, Camera.GetPosition(), Light.SpecularColor, Light.SpecularPower))
            {
                return(false);
            }

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

            return(true);
        }
Esempio n. 2
0
        public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the Direct3D object.
                D3D = new DX11();
                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK);
                    return(false);
                }

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

                // Initialize a base view matrix the camera for 2D user interface rendering.
                Camera.SetPosition(0, 0, -10);
                Camera.Render();
                var baseViewMatrix = Camera.ViewMatrix;

                // Create the model class.
                BumpMapModel = new BumpMapModel();

                // Initialize the model object.
                if (!BumpMapModel.Initialize(D3D.Device, "cube.txt", new[] { "stone02.dds", "bump02.dds", "spec02.dds" }))
                {
                    MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the bump map shader object.
                SpecMapShader = new SpecMapShader();

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

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

                // Initialize the light object.
                Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
                Light.SetDiffuseColor(1, 1, 1, 1f);
                Light.SetDirection(0, 0, 1);
                Light.SetSpecularColor(0, 1, 1, 1);
                Light.SetSpecularPower(16);

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
Esempio n. 3
0
        public void Shutdown()
        {
            // Release the light object.
            Light = null;

            // Release the shader object.
            if (SpecMapShader != null)
            {
                SpecMapShader.Shuddown();
                SpecMapShader = null;
            }

            // Release the model object.
            if (Model != null)
            {
                Model.Shutdown();
                Model = null;
            }

            // Release the light shader object.
            if (BumpMapShader != null)
            {
                BumpMapShader.Shuddown();
                BumpMapShader = null;
            }

            // Release the model object.
            if (BumpMapModel != null)
            {
                BumpMapModel.Shutdown();
                BumpMapModel = null;
            }

            // Release the text object.
            if (Text != null)
            {
                Text.Shutdown();
                Text = null;
            }

            // Release the camera object.
            if (Camera != null)
            {
                Camera = null;
            }

            // Release the Direct3D object.
            if (D3D != null)
            {
                D3D.Shutdown();
                D3D = null;
            }
        }
        public void Shutdown()
        {
            // Release the light object.
            Light = null;
            // Release the camera object.
            Camera = null;

            // Release the shader
            SpecMapShader?.ShutDown();
            SpecMapShader = null;
            // Release the model object.
            BumpMapModel?.Shutdown();
            BumpMapModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }