public bool Render()
        {
            // Increment the texture translation position.
            TextureTranslate();

            // Clear the buffer to begin the scene as Black.
            D3D.BeginScene(0, 0, 0, 1f);

            // Generate the view matrix based on the camera's position.
            Camera.Render();

            // Get the world, view, and projection matrices from camera and d3d objects.
            Matrix viewMatrix       = Camera.ViewMatrix;
            Matrix worldMatrix      = D3D.WorldMatrix;
            Matrix projectionMatrix = D3D.ProjectionMatrix;

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

            // Render the model with the texture translation shader.
            if (!TranslateShader.Render(D3D.DeviceContext, Model.IndexCount, worldMatrix, viewMatrix, projectionMatrix, Model.TextureCollection.Select(item => item.TextureResource).ToArray(), TextureTranslation))
            {
                return(false);
            }

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

            return(true);
        }
예제 #2
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        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;

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

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

            // Increment the texture translation position.
            TextureTranslate();

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

            // Setup a clipping plane.
            var clipPlane = new Vector4(0, 1, 0, 0);

            // Render the model using the color shader.
            if (!TranslateShader.Render(D3D.DeviceContext, Model.IndexCount, worldMatrix, viewMatrix, projectionMatrix, Model.TextureCollection.Select(item => item.TextureResource).ToArray(), TextureTranslation))
            {
                return(false);
            }

            return(true);
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the translate shader object.
            TranslateShader?.ShutDown();
            TranslateShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
예제 #4
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 public Renderer()
 {
     CreateWindow();
     DirectX    = new Dx11(Form);
     ScreenSize = new Vector2I(ConfigurationManager.Config.Width, ConfigurationManager.Config.Height);
     Light      = new Light
     {
         Direction     = new Vector3(1.0f, -1.0f, 0.0f),
         Color         = new Vector4(1.0f, 1.0f, 1.0f, 1.0f),
         AmbiantColor  = new Vector4(0.16f, 0.16f, 0.16f, 1.0f),
         SpecularPower = 32.0f,
         SpecularColor = new Vector4(1.0f, 1.0f, 0.7f, 1.0f)
     };
     ColorShader     = new ColorShader(DirectX.Device);
     TextureShader   = new TextureShader(DirectX.Device);
     LightShader     = new LightShader(DirectX.Device);
     TranslateShader = new TranslateShader(DirectX.Device);
     CircleShader    = new FontShader(DirectX.Device);
     FontShader      = new FontShader(DirectX.Device);
     TextManager     = new TextManager(DirectX.Device, ConfigurationManager.Config.Width, ConfigurationManager.Config.Height);
     TextureManager  = new TextureManager(DirectX.Device);
     _renderables    = new List <RenderableGameComponent>();
 }
예제 #5
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        public void Shutdown()
        {
            // Release the translate shader object.
            if (TranslateShader != null)
            {
                TranslateShader.Shuddown();
                TranslateShader = null;
            }

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

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

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

            // Release the debug window object.
            if (DebugWindow != null)
            {
                DebugWindow.Shutdown();
                DebugWindow = null;
            }

            // Release the render to texture object.
            if (RenderTexture != null)
            {
                RenderTexture.Shutdown();
                RenderTexture = null;
            }

            // Release the light object.
            Light = null;

            // Release the shader object.
            if (LightShader != null)
            {
                LightShader.Shuddown();
                LightShader = 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;
            }
        }
예제 #6
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        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.
                Model = new Model();

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

                // Create the shader object.
                TranslateShader = new TranslateShader();

                // Initialize the shader object.
                if (!TranslateShader.Initialize(D3D.Device, windowHandle))
                {
                    MessageBox.Show("Could not initialize the 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);

                if (SystemConfiguration.DebugWindowOn)
                {
                    // Create the render to texture object.
                    RenderTexture = new RenderTexture();

                    // Initialize the render to texture object.
                    if (!RenderTexture.Initialize(D3D.Device, configuration))
                    {
                        return(false);
                    }

                    // Create the debug window object.
                    DebugWindow = new DebugWindow();

                    // Initialize the debug window object.
                    if (!DebugWindow.Initialize(D3D.Device, configuration.Width, configuration.Height, 100, 100 * configuration.Height / configuration.Width))
                    {
                        MessageBox.Show("Could not initialize the debug window object.", "Error", MessageBoxButtons.OK);
                        return(false);
                    }

                    // Create the texture shader object.
                    TextureShader = new TextureShader();

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

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