public bool Render(SharpDX.Direct3D11.DeviceContext deviceContext, DShaderManager shaderManager, Matrix worldMatrix, Matrix viewMatrix, Matrix orthoMatrix) { // Put the mini-map bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!MiniMapBitmap.Render(deviceContext, m_mapLocationX, m_mapLocationY)) { return(false); } // Render the mini-map bitmap using the texture shader. if (!shaderManager.RenderTextureShader(deviceContext, MiniMapBitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, MiniMapBitmap.Texture.TextureResource)) { return(false); } // Put the point bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!PointBitmap.Render(deviceContext, m_pointLocationX, m_pointLocationY)) { return(false); } // Render the point bitmap using the texture shader. if (!shaderManager.RenderTextureShader(deviceContext, PointBitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, PointBitmap.Texture.TextureResource)) { return(false); } return(true); }
public bool Render(DDX11 direct3D, DShaderManager shaderManager, DTextureManager textureManager) { // 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 = direct3D.WorldMatrix; Matrix viewCameraMatrix = Camera.ViewMatrix; Matrix projectionMatrix = direct3D.ProjectionMatrix; Matrix baseViewMatrix = Camera.BaseViewMatrix; Matrix orthoMatrix = direct3D.OrthoMatrix; // Clear the buffers to begin the scene. direct3D.BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Turn on wire frame rendering of the terrain if needed. if (WireFrame) { direct3D.EnableWireFrame(); } // Render the terrain grid using the color shader. Terrain.Render(direct3D.DeviceContext); if (!shaderManager.RenderTextureShader(direct3D.DeviceContext, Terrain.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, textureManager.TextureArray[1].TextureResource)) { return(false); } // Turn off wire frame rendering of the terrain if it was on. if (WireFrame) { direct3D.DisableWireFrame(); } // Render the user interface. if (DisplayUI) { if (!UserInterface.Render(direct3D, shaderManager, worldMatrix, baseViewMatrix, orthoMatrix)) { return(false); } } // Present the rendered scene to the screen. direct3D.EndScene(); return(true); }