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; }
private bool Render() { // Clear the scene. D3D.BeginScene(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, base view and reflection matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewCameraMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; Matrix orthoMatrix = D3D.OrthoMatrix; Matrix baseViewMatrix = Camera.BaseViewMatrix; Matrix reflectionMatrix = Camera.ReflectionViewMatrix; // Get the position of the camera. Vector3 cameraPosition = Camera.GetPosition(); // Translate the sky dome to be centered around the 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 sky dome shader. SkyDome.Render(D3D.DeviceContext); if (!SkyDomeShader.Render(D3D.DeviceContext, SkyDome.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, SkyDome.ApexColour, SkyDome.CenterColour)) { return(false); } // Turn back face culling back on. 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, viewCameraMatrix, projectionMatrix, SkyPlane.CloudTexture.TextureResource, SkyPlane.PerturbTexture.TextureResource, SkyPlane.m_Translation, SkyPlane.m_Scale, SkyPlane.m_Brightness)) { return(false); } // Turn off blending. D3D.TurnOffAlphaBlending(); // Turn the Z buffer back on. D3D.TurnZBufferOn(); // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Render the terrain using the terrain shader. TerrainModel.Render(D3D.DeviceContext); if (!TerrainShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, TerrainModel.ColorTexture.TextureResource, TerrainModel.NormalMapTexture.TextureResource, Light.DiffuseColour, Light.Direction, 2.0f)) { return(false); } // Translate to the location of the water and render it. Matrix.Translation(240.0f, WaterModel.WaterHeight, 250.0f, out worldMatrix); WaterModel.Render(D3D.DeviceContext); if (!WaterShader.Render(D3D.DeviceContext, WaterModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, reflectionMatrix, ReflectionTexture.ShaderResourceView, RefractionTexture.ShaderResourceView, WaterModel.Texture.TextureResource, Camera.GetPosition(), WaterModel.NormalMapTiling, WaterModel.WaterTranslation, WaterModel.ReflectRefractScale, WaterModel.RefractionTint, Light.Direction, WaterModel.SpecularShininess)) { return(false); } // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Turn off the Z buffer to begin all 2D rendering. D3D.TurnZBufferOff(); // Turn on the alpha blending before rendering the text. D3D.TurnOnAlphaBlending(); // Render the text user interface elements. Text.Render(D3D.DeviceContext, worldMatrix, orthoMatrix); // Turn off alpha blending after rendering the text. D3D.TurnOffAlphaBlending(); // Turn the Z buffer back on now that all 2D rendering has completed. D3D.TurnZBufferOn(); // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
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); }
private bool RenderGraphics() { // Clear the scene. D3D.BeginScene(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, and ortho matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix cameraViewMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; Matrix orthoD3DMatrix = D3D.OrthoMatrix; // Get the position of the camera. Vector3 cameraPostion = Camera.GetPosition(); // Translate the sky dome to be centered around the camera position. Matrix.Translation(cameraPostion.X, cameraPostion.Y, cameraPostion.Z, out worldMatrix); // Turn off back face culling. D3D.TurnOffCulling(); // Turn off the Z buffer. D3D.TurnZBufferOff(); // Render the sky dome using the sky dome shader. SkyDome.Render(D3D.DeviceContext); if (!SkyDomeShader.Render(D3D.DeviceContext, SkyDome.IndexCount, worldMatrix, cameraViewMatrix, projectionMatrix, SkyDome.ApexColour, SkyDome.CenterColour)) { return(false); } // Turn back face culling back on. 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, cameraViewMatrix, projectionMatrix, SkyPlane.CloudTexture.TextureResource, SkyPlane.PerturbTexture.TextureResource, SkyPlane.m_Translation, SkyPlane.m_Scale, SkyPlane.m_Brightness)) { return(false); } // Turn off blending D3D.TurnOffAlphaBlending(); // Turn the Z buffer back on. D3D.TurnZBufferOn(); // Reset the world matrix. worldMatrix = D3D.WorldMatrix; // Render the terrain buffers. TerrainModel.Render(D3D.DeviceContext); // Render the model using the color shader. if (!TerrainShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, cameraViewMatrix, projectionMatrix, Light.AmbientColor, Light.DiffuseColour, Light.Direction, TerrainModel.Texture.TextureResource)) { return(false); } //// Turn off the Z buffer to begin all 2D rendering. D3D.TurnZBufferOff(); //// Turn on the alpha blending before rendering the text. D3D.TurnOnAlphaBlending(); // Render the text user interface elements. if (!Text.Render(D3D.DeviceContext, worldMatrix, orthoD3DMatrix)) { return(false); } //// Turn off alpha blending after rendering the text. D3D.TurnOffAlphaBlending(); //// Turn the Z buffer back on now that all 2D rendering has completed. D3D.TurnZBufferOn(); // Present the rendered scene to the screen. D3D.EndScene(); return(true); }