public void Shutdown()
        {
            // Release the light object.
            Light  = null;
            Light2 = null;
            // Release the camera object.
            Camera = null;

            // Release the second render to texture object.
            RenderTexture2?.Shutdown();
            RenderTexture2 = null;
            // Release the shadow shader object.
            ShadowShader?.ShutDown();
            ShadowShader = null;
            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            /// Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the sphere model object.
            SphereModel?.Shutdown();
            SphereModel = null;
            // Release the cube model object.
            CubeModel?.Shutdown();
            CubeModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        private bool RenderSceneToTexture2()
        {
            // Set the render target to be the render to texture.
            RenderTexture2.SetRenderTarget(D3D.DeviceContext);

            // Clear the render to texture.
            RenderTexture2.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f);

            // Generate the light view matrix based on the light's position.
            Light2.GenerateViewMatrix();

            // Get the world matrix from the d3d object.
            Matrix worldMareix = D3D.WorldMatrix;

            // Get the view and orthographic matrices from the light object.
            Matrix lightViewMatrix  = Light2.ViewMatrix;
            Matrix lightOrthoMatrix = Light2.ProjectionMatrix;

            // Setup the translation matrix for the cube model.
            Vector3 cubePosition = CubeModel.GetPosition();

            Matrix.Translation(cubePosition.X, cubePosition.Y, cubePosition.Z, out worldMareix);

            // Render the cube model with the depth shader.
            CubeModel.Render(D3D.DeviceContext);
            if (!DepthShader.Render(D3D.DeviceContext, CubeModel.IndexCount, worldMareix, lightViewMatrix, lightOrthoMatrix))
            {
                return(false);
            }

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

            // Setup the translation matrix for the sphere model.
            Vector3 spherePosition = SphereModel.GetPosition();

            Matrix.Translation(spherePosition.X, spherePosition.Y, spherePosition.Z, out worldMareix);

            // Render the sphere model with the depth shader.
            SphereModel.Render(D3D.DeviceContext);
            if (!DepthShader.Render(D3D.DeviceContext, SphereModel.IndexCount, worldMareix, lightViewMatrix, lightOrthoMatrix))
            {
                return(false);
            }

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

            // Setup the translation matrix for the ground model.
            Vector3 groundPosition = GroundModel.GetPosition();

            Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMareix);

            // Render the ground model with the depth shader.
            GroundModel.Render(D3D.DeviceContext);
            if (!DepthShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMareix, 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);
        }