private bool RenderRefractionToTexture()
        {
            // Setup a clipping plane based on the height of the water to clip everything above it to create a refraction.
            Vector4 clipPlane = new Vector4(0.0f, -1.0f, 0.0f, WaterModel.WaterHeight + 0.1f);

            // Set the render target to be the refraction render to texture.
            RefractionTexture.SetRenderTarget(D3D.DeviceContext);

            // Clear the refraction render to texture.
            RefractionTexture.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 matrices from the camera and d3d objects.
            Matrix worldMatrix      = D3D.WorldMatrix;
            Matrix viewMatrix       = Camera.ViewMatrix;
            Matrix projectionMatrix = D3D.ProjectionMatrix;

            // Render the terrain using the reflection shader and the refraction clip plane to produce the refraction effect.
            TerrainModel.Render(D3D.DeviceContext);
            if (!ReflectionShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewMatrix, 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);
        }
        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;
        }
示例#3
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());
 }