Пример #1
0
 public void Dispose()
 {
     ReflectionTexture.Clear();
     BgTexture.Clear();
     SkyTexture.Clear();
     Wallpaper.Clear();
 }
Пример #2
0
        /// <summary>
        /// Read texture data and bg color from environments
        /// </summary>
        public void HandleEnvironments(RenderEnvironment.Usage usage)
        {
            SimulatedEnvironment simenv;

            switch (usage)
            {
            case RenderEnvironment.Usage.Background:

                if (BackgroundEnvironment != null)
                {
                    simenv = BackgroundEnvironment.SimulateEnvironment(true);
                    if (simenv != null)
                    {
                        BgColor = simenv.BackgroundColor;
                    }
                    BitmapConverter.EnvironmentBitmapFromEvaluator(BackgroundEnvironment, BgTexture, Gamma);
                }
                else
                {
                    BgColor = Color.Empty;
                    BgTexture.Clear();
                }
                break;

            case RenderEnvironment.Usage.Skylighting:
                if (SkylightEnvironment != null)
                {
                    simenv = SkylightEnvironment.SimulateEnvironment(true);
                    if (simenv != null)
                    {
                        SkyColor = simenv.BackgroundColor;
                    }
                    BitmapConverter.EnvironmentBitmapFromEvaluator(SkylightEnvironment, SkyTexture, Gamma);
                }
                else
                {
                    SkyColor = Color.Empty;
                    SkyTexture.Clear();
                }
                break;

            case RenderEnvironment.Usage.ReflectionAndRefraction:
                if (ReflectionEnvironment != null)
                {
                    simenv = ReflectionEnvironment.SimulateEnvironment(true);
                    if (simenv != null)
                    {
                        ReflectionColor = simenv.BackgroundColor;
                    }
                    BitmapConverter.EnvironmentBitmapFromEvaluator(ReflectionEnvironment, ReflectionTexture, Gamma);
                }
                else
                {
                    ReflectionColor = Color.Empty;
                    ReflectionTexture.Clear();
                }
                break;
            }
        }
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the light object.
            Light = null;
            // Release the fps object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the cpu object.
            CPU?.Shutdown();
            CPU = null;
            // Release the water shader object.
            WaterShader?.ShutDown();
            WaterShader = null;
            // Release the water object.
            WaterModel?.ShutDown();
            WaterModel = null;
            // Release the reflection shader object.
            ReflectionShader?.ShutDown();
            ReflectionShader = null;
            // Release the reflection render to texture object.
            ReflectionTexture?.Shutdown();
            ReflectionTexture = null;
            // Release the refraction render to texture object.
            RefractionTexture?.Shutdown();
            RefractionTexture = null;
            // Release the sky plane shader object.
            SkyPlaneShader?.ShutDown();
            SkyPlaneShader = null;
            // Release the sky plane object.
            SkyPlane?.ShurDown();
            SkyPlane = null;
            // Release the sky dome shader object.
            SkyDomeShader?.ShutDown();
            SkyDomeShader = null;
            // Release the sky dome object.
            SkyDome?.ShutDown();
            SkyDome = null;
            // Release the terrain shader object.
            TerrainShader?.ShutDown();
            TerrainShader = null;
            // Release the tree object.
            TerrainModel?.ShutDown();
            TerrainModel = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Пример #4
0
 protected override void setRenderbuffers()
 {
     /*Attach 1 depthbuffer*/
     base.genRenderbuffers(1);
     base.bindFramebuffer(1);
     base.bindRenderbuffer(1);
     base.renderbufferStorage(RenderbufferStorage.Depth24Stencil8,
                              ReflectionTexture.GetTextureRezolution());
     base.attachRenderbufferToFramebuffer(FramebufferAttachment.DepthStencilAttachment);
 }
Пример #5
0
 protected override void setFramebuffers()
 {
     /*Create 2 framebuffers :
      * 1 - for reflection
      * 2 - for refraction*/
     base.genFramebuffers(2);
     base.bindFramebuffer(1);
     base.attachTextureToFramebuffer(FramebufferAttachment.ColorAttachment0, ReflectionTexture.GetTextureDescriptor());
     base.bindFramebuffer(2);
     base.attachTextureToFramebuffer(FramebufferAttachment.ColorAttachment0, RefractionTexture.GetTextureDescriptor());
     base.attachTextureToFramebuffer(FramebufferAttachment.DepthStencilAttachment, DepthTexture.GetTextureDescriptor());
 }
        private bool RenderReflectionToTexture()
        {
            // Setup a clipping plane based on the height of the water to clip everything below it.
            Vector4 clipPlane = new Vector4(0.0f, 1.0f, 0.0f, -WaterModel.WaterHeight);

            // Set the render target to be the reflection render to texture.
            ReflectionTexture.SetRenderTarget(D3D.DeviceContext);

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

            // Use the camera to render the reflection and create a reflection view matrix.
            Camera.RenderReflection(WaterModel.WaterHeight);

            // Get the camera reflection view matrix instead of the normal view matrix.
            Matrix reflectionViewMatrix = Camera.ReflectionViewMatrix;

            // Get the world and projection matrices from the d3d object.
            Matrix worldMatrix      = D3D.WorldMatrix;
            Matrix projectionMatrix = D3D.ProjectionMatrix;

            // Get the position of the camera.
            Vector3 cameraPosition = Camera.GetPosition();

            // Invert the Y coordinate of the camera around the water plane height for the reflected camera position.
            cameraPosition.Y = -cameraPosition.Y + (WaterModel.WaterHeight * 2.0f);

            // Translate the sky dome and sky plane to be centered around the reflected camera position.
            Matrix.Translation(cameraPosition.X, cameraPosition.Y, cameraPosition.Z, out worldMatrix);

            // Turn off back face culling and the Z buffer.
            D3D.TurnOffCulling();
            D3D.TurnZBufferOff();

            // Render the sky dome using the reflection view matrix.
            SkyDome.Render(D3D.DeviceContext);
            if (!SkyDomeShader.Render(D3D.DeviceContext, SkyDome.IndexCount, worldMatrix, reflectionViewMatrix, projectionMatrix, SkyDome.ApexColour, SkyDome.CenterColour))
            {
                return(false);
            }

            // Enable back face culling.
            D3D.TurnOnCulling();

            // Enable additive blending so the clouds blend with the sky dome color.
            D3D.EnableSecondBlendState();

            // Render the sky plane using the sky plane shader.
            SkyPlane.Render(D3D.DeviceContext);
            if (!SkyPlaneShader.Render(D3D.DeviceContext, SkyPlane.IndexCount, worldMatrix, reflectionViewMatrix, projectionMatrix, SkyPlane.CloudTexture.TextureResource, SkyPlane.PerturbTexture.TextureResource, SkyPlane.m_Translation, SkyPlane.m_Scale, SkyPlane.m_Brightness))
            {
                return(false);
            }

            // Turn off blending and enable the Z buffer again.
            D3D.TurnOffAlphaBlending();
            D3D.TurnZBufferOn();

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

            // Render the terrain using the reflection view matrix and reflection clip plane.
            TerrainModel.Render(D3D.DeviceContext);
            if (!ReflectionShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, reflectionViewMatrix, projectionMatrix, TerrainModel.ColorTexture.TextureResource, TerrainModel.NormalMapTexture.TextureResource, Light.DiffuseColour, Light.Direction, 2.0f, clipPlane))
            {
                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);
        }