private bool RenderSceneToTexture() { // Set the render target to be the render to texture. RenderTexture.SetRenderTarget(D3D.DeviceContext); // Clear the render to texture. RenderTexture.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Get the world matrix from the d3d object. Matrix worldMatrix = D3D.WorldMatrix; // Generate the light view matrix based on the light's position. Light.GenerateViewMatrix(); // Get the view and orthographic matrices from the light object. Matrix lightViewMatrix = Light.ViewMatrix; Matrix lightOrthoMatrix = Light.OrthoMatrix; // Translate to the position of the tree. Vector3 treePosition = TreeModel.GetPosition(); Matrix.Translation(treePosition.X, treePosition.Y, treePosition.Z, out worldMatrix); // Render the tree trunk with the depth shader. TreeModel.RenderTrunk(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, TreeModel.TrunkIndexCount, worldMatrix, lightViewMatrix, lightOrthoMatrix)) { return(false); } // Render the tree leaves using the depth transparency shader. TreeModel.RenderLeaves(D3D.DeviceContext); if (!TransparentDepthShader.Render(D3D.DeviceContext, TreeModel.LeafIndexCount, worldMatrix, lightViewMatrix, lightOrthoMatrix, TreeModel.LeafTexture.TextureResource)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Translate to the position of the ground model. Vector3 groundPosition = GroundModel.GetPosition(); Matrix.Translation(groundPosition.X, groundPosition.Y, groundPosition.Z, out worldMatrix); // Render the ground model with the depth shader. GroundModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, GroundModel.IndexCount, worldMatrix, 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); }
private bool RenderSceneToTexture() { // Set the render target to be the render to texture. RenderTexture.SetRenderTarget(D3D.DeviceContext); // Clear the render to texture. RenderTexture.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, projection, ortho, and base view matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Render the terrain using the depth shader. TerrainModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix)) { 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); }
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); }