private void RenderNode(DeviceContext deviceContext, Node? node, Frustum frustum, HeightMapTerrainShader shader) { if (node == null) return; var theNode = node.Value; // 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(theNode.PositionX, 0, theNode.PositionZ, theNode.Width / 2)) return; // If it can be seen then check all four child nodes to if they can also be seen var count = 0; for (int i = 0; i < 4; i++) { if (theNode.Nodes[i] != null) { count++; RenderNode(deviceContext, theNode.Nodes[i], frustum, shader); } } // 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; // Otherwise if this node can be seen and has triangles in it then render these triangles. // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(theNode.VertexBuffer, Utilities.SizeOf<HeightMapTerrainShader.Vertex>(), 0)); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetIndexBuffer(theNode.IndexBuffer, Format.R32_UInt, 0); // Set the type of the primitive that should be rendered from this vertex buffer, in this case triangles. deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; // Determine the number of the indices in this node. var indexCount = theNode.TriangleCount * 3; // Call the terrain shader to render the polygons in this node. shader.RenderShader(deviceContext, indexCount); // Increase the count of the number of polygons that have been rendered during this frame. DrawCount += theNode.TriangleCount; }
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, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Create the text object. Text = new Text(); if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK); return false; } // Create the model class. Model = new Model(); // Initialize the model object. if (!Model.Initialize(D3D.Device, "sphere.txt", "seafloor.dds")) { MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK); return false; } // Create the light shader object. LightShader = new LightShader(); // 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 Light(); // Initialize the light object. Light.SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); Light.SetDiffuseColor(1, 0, 0, 1f); Light.SetDirection(1, 0, 1); Light.SetSpecularColor(0, 1, 1, 1); Light.SetSpecularPower(32); // Create the model list object. ModelList = new ModelList(); // 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 Frustum(); return true; } catch (Exception ex) { MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'"); return false; } }
public void Render(DeviceContext deviceContext, Frustum frustum, HeightMapTerrainShader shader) { // 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, shader); }
public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle) { if (Input == null) { Input = new InputClass(); if (!Input.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize input object", "Error", MessageBoxButtons.OK); return false; } } // 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, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Set the initial position of the camera. var cameraX = 50f; var cameraY = 18f; var cameraZ = -7f; Camera.SetPosition(cameraX, cameraY, cameraZ); // Create the terrain object. Terrain = new HeightMapTerrain(); // Initialize the terrain object. if (!(Terrain as HeightMapTerrain).Initialize(D3D.Device, "heightMap01.bmp", "dirt02.dds")) { MessageBox.Show("Could not initialize the terrain object", "Error", MessageBoxButtons.OK); return false; } // Create and initialize Timer. Timer = new Timer(); if (!Timer.Initialize()) { MessageBox.Show("Could not initialize Timer object", "Error", MessageBoxButtons.OK); return false; } // Create the position object. Position = new Position(); // Set the initial position of the viewer to the same as the initial camera position. Position.SetPosition(new Vector3(cameraX, cameraY, cameraZ)); // Create and initialize the FPS object. FPS = new FPS(); FPS.Initialize(); // Create and initialize the CPU. CPU = new CPU(); CPU.Initialize(); // Create the font shader object. FontShader = new FontShader(); // Initialize the font shader object. if (!FontShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize font shader object", "Error", MessageBoxButtons.OK); return false; } // Create the text object. Text = new Text(); if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK); return false; } // Set the video card information in the text object. if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext)) { MessageBox.Show("Could not set video card into the text object", "Error", MessageBoxButtons.OK); return false; } // Create the height map terrain shader object. HeightMapTerrainShader = new HeightMapTerrainShader(); // Initialize the height map terrain shader object. if (!HeightMapTerrainShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the height map terrain shader", "Error", MessageBoxButtons.OK); return false; } // Create the light object. Light = new Light(); // Initialize the light object Light.SetAmbientColor(0.5f, 0.5f, 0.5f, 1f); Light.SetDiffuseColor(1f, 1f, 1f, 1f); Light.SetDirection(0f, 0f, 0.75f); // Create the frustum object. Frustum = new Frustum(); // Create the quad tree object. QuadTree = new QuadTree(); // Initialize the quad tree object. if (!QuadTree.Initialize(D3D.Device, Terrain)) { MessageBox.Show("Could not initialize the quad tree object", "Error", MessageBoxButtons.OK); return false; } return true; }