public override void Dispose()
        {
            Plaza.DisposeAll();
            AutoFisico1.Dispose();
            GrupoPolicias.Dispose();
            Cielo.Dispose();
            Sonidos.Dispose();
            Hud.Dispose();

            foreach (var auto in Players)
            {
                auto.sonidoAceleracion.dispose();
                auto.sonidoDesaceleracion.dispose();
                auto.frenada.dispose();
                auto.choque.dispose();
            }

            Invisibilidad.Dispose();
            g_pRenderTarget.Dispose();
            g_pVBV3D.Dispose();
            g_pDepthStencil.Dispose();
        }
        public override void Render()
        {
            PreRender();
            ClearTextures();

            bool invisibilidadActivada = (SwitchInvisibilidadJ1 - 1 == SwitchCamara) || (SwitchInvisibilidadJ2 == SwitchCamara);

            //Permito las particulas
            D3DDevice.Instance.ParticlesEnabled = true;
            D3DDevice.Instance.EnableParticles();


            switch (SwitchInicio)
            {
            case 1:
            {
                Hud.PantallaInicio();
                if (Input.keyPressed(Key.C))
                {
                    SwitchInicio = 2;
                }
                if (Input.keyPressed(Key.D1))
                {
                    Jugadores[1] = null;
                    SwitchInicio = 3;
                    SwitchMusica = true;
                    SwitchFX     = true;
                    AutoFisico1.Encendido();
                    inGame = true;
                }
                if (Input.keyPressed(Key.D2))
                {
                    juegoDoble   = true;
                    SwitchInicio = 4;
                    SwitchMusica = true;
                    SwitchFX     = true;
                    SwitchCamara = 3;
                    AutoFisico1.Encendido();
                    AutoFisico2.Encendido();
                    inGame = true;
                }
                break;
            }

            case 2:
            {
                Hud.PantallaControles();
                if (Input.keyPressed(Key.V))
                {
                    SwitchInicio = 1;
                }
                break;
            }

            case 3:
            {
                var device = D3DDevice.Instance.Device;


                Tiempo += ElapsedTime;
                AutoFisico1.ElapsedTime = ElapsedTime;
                AutoFisico1.FXActivado  = SwitchFX;

                // ShaderInvisibilidad -----
                Invisibilidad.Technique = "DefaultTechnique";
                var pOldRT = device.GetRenderTarget(0);
                var pSurf  = g_pRenderTarget.GetSurfaceLevel(0);
                if (invisibilidadActivada)
                {
                    device.SetRenderTarget(0, pSurf);
                }
                var pOldDS = device.DepthStencilSurface;

                if (invisibilidadActivada)
                {
                    device.DepthStencilSurface = g_pDepthStencil;
                }

                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                //---------------------------


                Plaza.RenderAll();
                AutoFisico1.Render(ElapsedTime);
                GrupoPolicias.Render(ElapsedTime);
                Cielo.Render();

                pSurf.Dispose();

                if (invisibilidadActivada)
                {
                    device.DepthStencilSurface = pOldDS;
                    device.SetRenderTarget(0, pOldRT);
                    Invisibilidad.Technique = "PostProcess";
                    Invisibilidad.SetValue("time", Tiempo);
                    device.VertexFormat = CustomVertex.PositionTextured.Format;
                    device.SetStreamSource(0, g_pVBV3D, 0);
                    Invisibilidad.SetValue("g_RenderTarget", g_pRenderTarget);

                    device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                    Invisibilidad.Begin(FX.None);
                    Invisibilidad.BeginPass(0);
                    device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
                    Invisibilidad.EndPass();
                    Invisibilidad.End();
                }

                Hud.Juego(invisibilidadActivada, JugadorActivo, juegoDoble, pantallaDoble, AutoFisico1, AutoFisico2);

                if (AutoFisico1.Vida < 0)
                {
                    TiempoFinal = Tiempo;
                    Sonidos.SuenaGameOver();
                    SwitchInicio = 5;
                }

                if (Input.keyDown(Key.F10))
                {
                    Hud.Pausar();
                }

                //  Shader Enviroment Map --------------------------------
                //D3DDevice.Instance.Device.EndScene();
                var g_pCubeMap = new CubeTexture(D3DDevice.Instance.Device, 256, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);
                var pOldRT2    = D3DDevice.Instance.Device.GetRenderTarget(0);

                D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(90.0f), 1f, 1f, 10000f).ToMatrix();

                // Genero las caras del enviroment map
                for (var nFace = CubeMapFace.PositiveX; nFace <= CubeMapFace.NegativeZ; ++nFace)
                {
                    var pFace = g_pCubeMap.GetCubeMapSurface(nFace, 0);
                    D3DDevice.Instance.Device.SetRenderTarget(0, pFace);
                    TGCVector3 Dir, VUP;
                    Color      color;
                    switch (nFace)
                    {
                    default:
                    case CubeMapFace.PositiveX:
                        // Left
                        Dir   = new TGCVector3(1, 0, 0);
                        VUP   = TGCVector3.Up;
                        color = Color.Black;
                        break;

                    case CubeMapFace.NegativeX:
                        // Right
                        Dir   = new TGCVector3(-1, 0, 0);
                        VUP   = TGCVector3.Up;
                        color = Color.Red;
                        break;

                    case CubeMapFace.PositiveY:
                        // Up
                        Dir   = TGCVector3.Up;
                        VUP   = new TGCVector3(0, 0, -1);
                        color = Color.Gray;
                        break;

                    case CubeMapFace.NegativeY:
                        // Down
                        Dir   = TGCVector3.Down;
                        VUP   = new TGCVector3(0, 0, 1);
                        color = Color.Yellow;
                        break;

                    case CubeMapFace.PositiveZ:
                        // Front
                        Dir   = new TGCVector3(0, 0, 1);
                        VUP   = TGCVector3.Up;
                        color = Color.Green;
                        break;

                    case CubeMapFace.NegativeZ:
                        // Back
                        Dir   = new TGCVector3(0, 0, -1);
                        VUP   = TGCVector3.Up;
                        color = Color.Blue;
                        break;
                    }

                    D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, color, 1.0f, 0);
                    //Renderizar

                    foreach (var mesh in AutoFisico1.Mayas)
                    {
                        mesh.Effect    = EnvMap;
                        mesh.Technique = "RenderScene";
                        mesh.Render();
                    }
                }

                D3DDevice.Instance.Device.SetRenderTarget(0, pOldRT2);
                D3DDevice.Instance.Device.Transform.View       = Camara.GetViewMatrix().ToMatrix();
                D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f), D3DDevice.Instance.AspectRatio, 1f, 10000f).ToMatrix();

                //D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                EnvMap.SetValue("g_txCubeMap", g_pCubeMap);

                foreach (var mesh in AutoFisico1.Mayas)
                {
                    mesh.Effect    = EnvMap;
                    mesh.Technique = "RenderScene";
                    mesh.Render();
                }
                foreach (var rueda in AutoFisico1.Ruedas)
                {
                    rueda.Effect    = EnvMap;
                    rueda.Technique = "RenderScene";
                    rueda.Render();
                }
                foreach (var mesh in GrupoPolicias.Todos[0].Mayas)
                {
                    mesh.Effect    = EnvMap;
                    mesh.Technique = "RenderScene";
                    mesh.Render();
                }

                g_pCubeMap.Dispose();
                //-------------------------------------------------------------

                Hud.Tiempo(FastMath.Floor(Tiempo));
                break;
            }

            case 4:
            {
                var device = D3DDevice.Instance.Device;


                Tiempo += ElapsedTime;
                AutoFisico1.ElapsedTime = ElapsedTime;
                AutoFisico2.ElapsedTime = ElapsedTime;
                AutoFisico1.FXActivado  = SwitchFX;
                AutoFisico2.FXActivado  = SwitchFX;

                // ShaderInvisibilidad -----
                Invisibilidad.Technique = "DefaultTechnique";
                var pOldRT = device.GetRenderTarget(0);
                var pSurf  = g_pRenderTarget.GetSurfaceLevel(0);
                if (invisibilidadActivada)
                {
                    device.SetRenderTarget(0, pSurf);
                }
                var pOldDS = device.DepthStencilSurface;

                if (invisibilidadActivada)
                {
                    device.DepthStencilSurface = g_pDepthStencil;
                }

                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                //--------------------------


                DrawText.drawText("Velocidad P1:" + AutoFisico1.Velocidad, 0, 90, Color.Green);


                Plaza.RenderAll();
                AutoFisico1.Render(ElapsedTime);
                AutoFisico2.Render(ElapsedTime);
                GrupoPolicias.Render(ElapsedTime);
                Cielo.Render();

                pSurf.Dispose();

                if (invisibilidadActivada)
                {
                    device.DepthStencilSurface = pOldDS;
                    device.SetRenderTarget(0, pOldRT);
                    Invisibilidad.Technique = "PostProcess";
                    Invisibilidad.SetValue("time", Tiempo);
                    device.VertexFormat = CustomVertex.PositionTextured.Format;
                    device.SetStreamSource(0, g_pVBV3D, 0);
                    Invisibilidad.SetValue("g_RenderTarget", g_pRenderTarget);

                    device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                    Invisibilidad.Begin(FX.None);
                    Invisibilidad.BeginPass(0);
                    device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
                    Invisibilidad.EndPass();
                    Invisibilidad.End();
                }

                Hud.Juego(invisibilidadActivada, JugadorActivo, juegoDoble, pantallaDoble, AutoFisico1, AutoFisico2);
                if (AutoFisico1.Vida < 0)
                {
                    Hud.GanoJ2();
                    SwitchCamara = 2;
                    Jugadores[1] = null;
                    Sonidos.SuenaAplausos();
                    inGame = false;
                }
                if (AutoFisico2.Vida < 0)
                {
                    Hud.GanoJ1();
                    SwitchCamara = 1;
                    Jugadores[0] = null;
                    Sonidos.SuenaAplausos();
                    inGame = false;
                }

                if (Input.keyDown(Key.F10))
                {
                    Hud.Pausar();
                }

                if (Input.keyDown(Key.F10))
                {
                    Hud.Pausar();
                }

                //  Shader Enviroment Map --------------------------------
                //D3DDevice.Instance.Device.EndScene();
                var g_pCubeMap = new CubeTexture(D3DDevice.Instance.Device, 256, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);
                var pOldRT2    = D3DDevice.Instance.Device.GetRenderTarget(0);

                D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(90.0f), 1f, 1f, 10000f).ToMatrix();

                // Genero las caras del enviroment map
                for (var nFace = CubeMapFace.PositiveX; nFace <= CubeMapFace.NegativeZ; ++nFace)
                {
                    var pFace = g_pCubeMap.GetCubeMapSurface(nFace, 0);
                    D3DDevice.Instance.Device.SetRenderTarget(0, pFace);
                    TGCVector3 Dir, VUP;
                    Color      color;
                    switch (nFace)
                    {
                    default:
                    case CubeMapFace.PositiveX:
                        // Left
                        Dir   = new TGCVector3(1, 0, 0);
                        VUP   = TGCVector3.Up;
                        color = Color.Black;
                        break;

                    case CubeMapFace.NegativeX:
                        // Right
                        Dir   = new TGCVector3(-1, 0, 0);
                        VUP   = TGCVector3.Up;
                        color = Color.Red;
                        break;

                    case CubeMapFace.PositiveY:
                        // Up
                        Dir   = TGCVector3.Up;
                        VUP   = new TGCVector3(0, 0, -1);
                        color = Color.Gray;
                        break;

                    case CubeMapFace.NegativeY:
                        // Down
                        Dir   = TGCVector3.Down;
                        VUP   = new TGCVector3(0, 0, 1);
                        color = Color.Yellow;
                        break;

                    case CubeMapFace.PositiveZ:
                        // Front
                        Dir   = new TGCVector3(0, 0, 1);
                        VUP   = TGCVector3.Up;
                        color = Color.Green;
                        break;

                    case CubeMapFace.NegativeZ:
                        // Back
                        Dir   = new TGCVector3(0, 0, -1);
                        VUP   = TGCVector3.Up;
                        color = Color.Blue;
                        break;
                    }

                    D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, color, 1.0f, 0);
                    //Renderizar

                    foreach (var mesh in AutoFisico1.Mayas)
                    {
                        mesh.Effect    = EnvMap;
                        mesh.Technique = "RenderScene";
                        mesh.Render();
                    }

                    foreach (var mesh in AutoFisico2.Mayas)
                    {
                        mesh.Effect    = EnvMap;
                        mesh.Technique = "RenderScene";
                        mesh.Render();
                    }
                }

                D3DDevice.Instance.Device.SetRenderTarget(0, pOldRT2);
                D3DDevice.Instance.Device.Transform.View       = Camara.GetViewMatrix().ToMatrix();
                D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f), D3DDevice.Instance.AspectRatio, 1f, 10000f).ToMatrix();

                //D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                EnvMap.SetValue("g_txCubeMap", g_pCubeMap);

                foreach (var mesh in AutoFisico1.Mayas)
                {
                    mesh.Effect    = EnvMap;
                    mesh.Technique = "RenderScene";
                    mesh.Render();
                }
                foreach (var mesh in AutoFisico2.Mayas)
                {
                    mesh.Effect    = EnvMap;
                    mesh.Technique = "RenderScene";
                    mesh.Render();
                }
                foreach (var rueda in AutoFisico1.Ruedas)
                {
                    rueda.Effect    = EnvMap;
                    rueda.Technique = "RenderScene";
                    rueda.Render();
                }
                foreach (var mesh in GrupoPolicias.Todos[0].Mayas)
                {
                    mesh.Effect    = EnvMap;
                    mesh.Technique = "RenderScene";
                    mesh.Render();
                }

                g_pCubeMap.Dispose();
                //-------------------------------------------------------------

                Hud.Tiempo(FastMath.Floor(Tiempo));
                break;
            }

            case 5:
            {
                SwitchFX     = false;
                SwitchMusica = false;
                inGame       = false;
                Hud.JuegoTerminado();
                Hud.TiempoFinal(FastMath.Floor(TiempoFinal));
                if (Input.keyPressed(Key.M))
                {
                    SwitchInicio = 1;
                }
                break;
            }
            }

            PostRender();
        }
        public override void Init()
        {
            Tiempo = 0;
            var d3dDevice = D3DDevice.Instance.Device;

            Plaza            = new TgcSceneLoader().loadSceneFromFile(MediaDir + "Plaza-TgcScene.xml");
            MayasIA          = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoPolicia-TgcScene.xml").Meshes;
            MayasAutoFisico1 = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoAmarillo-TgcScene.xml").Meshes;
            MayasAutoFisico2 = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoNaranja-TgcScene.xml").Meshes;
            PathHumo         = MediaDir + "Textures\\TexturaHumo.png";

            //Shader Invisibilidad
            Invisibilidad           = TGCShaders.Instance.LoadEffect(ShadersDir + "\\Invisibilidad.fx");
            Invisibilidad.Technique = "DefaultTechnique";

            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth,
                                                                  d3dDevice.PresentationParameters.BackBufferHeight,
                                                                  DepthFormat.D24S8, MultiSampleType.None, 0, true);

            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                          , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8,
                                          Pool.Default);

            Invisibilidad.SetValue("g_RenderTarget", g_pRenderTarget);

            // Resolucion de pantalla
            Invisibilidad.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            Invisibilidad.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };
            //Vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured),
                                        4, d3dDevice, Usage.Dynamic | Usage.WriteOnly,
                                        CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);

            // --------------------------------------------------------------------
            //Shader EnvMap
            EnvMap           = TGCShaders.Instance.LoadEffect(ShadersDir + "\\EnvMap.fx");
            EnvMap.Technique = "RenderScene";
            posicionLuz      = new TGCVector3(1500, 600, 1500);

            // --------------------------------------------------------------------

            //Cielo
            Cielo = new TgcSkyBox
            {
                Center = TGCVector3.Empty,
                Size   = new TGCVector3(10000, 10000, 10000)
            };
            var cieloPath = MediaDir + "Cielo\\";

            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, cieloPath + "cloudtop_up.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, cieloPath + "cloudtop_down.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, cieloPath + "cloudtop_left.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, cieloPath + "cloudtop_right.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, cieloPath + "cloudtop_front.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, cieloPath + "cloudtop_back.jpg");

            Cielo.SkyEpsilon = 11f;
            Cielo.Init();


            // Implemento la fisica
            Fisica = new FisicaMundo();
            for (int i = 30; i < 238; i++)
            {
                var objetos = BulletRigidBodyFactory.Instance.CreateRigidBodyFromTgcMesh(Plaza.Meshes[i]);
                Fisica.dynamicsWorld.AddRigidBody(objetos);
            }


            // Inicializo los coches
            AutoFisico1 = new AutoManejable(MayasAutoFisico1, new TGCVector3(-1000, 0, 3500), 270, Fisica, PathHumo, MediaDir, DirectSound.DsDevice);
            AutoFisico2 = new AutoManejable(MayasAutoFisico2, new TGCVector3(4000, 0, 3500), 270, Fisica, PathHumo, MediaDir, DirectSound.DsDevice);
            AutoFisico2.ConfigurarTeclas(Key.W, Key.S, Key.D, Key.A, Key.LeftControl, Key.Tab);
            AutoFisico1.ConfigurarTeclas(Key.UpArrow, Key.DownArrow, Key.RightArrow, Key.LeftArrow, Key.RightControl, Key.Space);
            AutoFisico1.Vida = 1000;
            AutoFisico2.Vida = 1000;
            Jugadores        = new[] { AutoFisico1, AutoFisico2 };
            GrupoPolicias    = new PoliciasIA(MayasIA, Fisica, PathHumo, Jugadores, MediaDir, DirectSound.DsDevice);
            Players          = new List <AutoManejable> {
                AutoFisico1, AutoFisico2
            };                                                              // Para el sonido y las colisiones



            // Jugadores
            foreach (var auto in Players)
            {
                auto.sonidoAceleracion    = new TgcStaticSound();
                auto.sonidoDesaceleracion = new TgcStaticSound();
                auto.frenada = new TgcStaticSound();
                auto.choque  = new TgcStaticSound();

                auto.sonidoDesaceleracion.loadSound(MediaDir + "Musica\\Desacelerando.wav", -2000, DirectSound.DsDevice);
                auto.sonidoAceleracion.loadSound(MediaDir + "Musica\\Motor2.wav", -1700, DirectSound.DsDevice);
                auto.frenada.loadSound(MediaDir + "Musica\\Frenada.wav", -2000, DirectSound.DsDevice);
                auto.choque.loadSound(MediaDir + "Musica\\Choque1.wav", -2000, DirectSound.DsDevice);
            }

            SwitchInicio = 1;
            SwitchCamara = 1;
            Hud          = new Hud(MediaDir, Jugadores);
            Sonidos      = new Sonidos(MediaDir, DirectSound.DsDevice);
        }