protected new void FillArrays(out HeightMapTerrainShader.Vertex[] vertices, out int[] indices) { // Create the vertex array. vertices = new HeightMapTerrainShader.Vertex[VertexCount]; // Create the index array. indices = new int[IndexCount]; var index = 0; for (var j = 0; j < TerrainHeight - 1; j++) { for (var i = 0; i < TerrainWidth - 1; i++) { var indexBottomLeft = TerrainHeight * j + i; var indexBottomRight = TerrainHeight * j + (i + 1); var indexUpperLeft = TerrainHeight * (j + 1) + i; var indexUpperRight = TerrainHeight * (j + 1) + (i + 1); #region First Triangle // Upper left vertices[index] = HeightMap[indexUpperLeft]; indices[index] = index++; // Upper right vertices[index] = HeightMap[indexUpperRight]; indices[index] = index++; // Bottom Left vertices[index] = HeightMap[indexBottomLeft]; indices[index] = index++; #endregion #region Second Triangle // Bottom Left vertices[index] = HeightMap[indexBottomLeft]; indices[index] = index++; // Upper right vertices[index] = HeightMap[indexUpperRight]; indices[index] = index++; // Bottom right vertices[index] = HeightMap[indexBottomRight]; indices[index] = index++; #endregion } } }
private void RenderNode(DeviceContext deviceContext, Node? node, Frustum frustum, HeightMapTerrainShader shader) { if (node == null) return; var theNode = node.Value; // Check to see if the node can be viewed, height doesn't matter in a quad tree. // If it can't be seen then none of its children can either, so don't continue down the tree, this is where the speed is gained. if (!frustum.CheckCube(theNode.PositionX, 0, theNode.PositionZ, theNode.Width / 2)) return; // If it can be seen then check all four child nodes to if they can also be seen var count = 0; for (int i = 0; i < 4; i++) { if (theNode.Nodes[i] != null) { count++; RenderNode(deviceContext, theNode.Nodes[i], frustum, shader); } } // If there were any children nodes then there is no need to continue as parent nodes won't contain any triangles to render. if (count != 0) return; // Otherwise if this node can be seen and has triangles in it then render these triangles. // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(theNode.VertexBuffer, Utilities.SizeOf<HeightMapTerrainShader.Vertex>(), 0)); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext.InputAssembler.SetIndexBuffer(theNode.IndexBuffer, Format.R32_UInt, 0); // Set the type of the primitive that should be rendered from this vertex buffer, in this case triangles. deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; // Determine the number of the indices in this node. var indexCount = theNode.TriangleCount * 3; // Call the terrain shader to render the polygons in this node. shader.RenderShader(deviceContext, indexCount); // Increase the count of the number of polygons that have been rendered during this frame. DrawCount += theNode.TriangleCount; }
public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle) { if (Input == null) { Input = new InputClass(); if (!Input.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize input object", "Error", MessageBoxButtons.OK); return false; } } // Create the Direct3D object. D3D = new DX11(); // Initialize the Direct3D object. if (!D3D.Initialize(configuration, windowHandle)) { MessageBox.Show("Could not initialize Direct3D", "Error", MessageBoxButtons.OK); return false; } // Create the camera object Camera = new Camera(); // Initialize a base view matrix the camera for 2D user interface rendering. Camera.SetPosition(0, 0, -1); Camera.Render(); var baseViewMatrix = Camera.ViewMatrix; // Set the initial position of the camera. var cameraX = 50f; var cameraY = 18f; var cameraZ = -7f; Camera.SetPosition(cameraX, cameraY, cameraZ); // Create the terrain object. Terrain = new HeightMapTerrain(); // Initialize the terrain object. if (!(Terrain as HeightMapTerrain).Initialize(D3D.Device, "heightMap01.bmp")) { MessageBox.Show("Could not initialize the terrain object", "Error", MessageBoxButtons.OK); return false; } // Create and initialize Timer. Timer = new Timer(); if (!Timer.Initialize()) { MessageBox.Show("Could not initialize Timer object", "Error", MessageBoxButtons.OK); return false; } // Create the position object. Position = new Position(); // Set the initial position of the viewer to the same as the initial camera position. Position.SetPosition(new Vector3(cameraX, cameraY, cameraZ)); // Create and initialize the FPS object. FPS = new FPS(); FPS.Initialize(); // Create and initialize the CPU. CPU = new CPU(); CPU.Initialize(); // Create the font shader object. FontShader = new FontShader(); // Initialize the font shader object. if (!FontShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize font shader object", "Error", MessageBoxButtons.OK); return false; } // Create the text object. Text = new Text(); if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix)) { MessageBox.Show("Could not initialize the text object", "Error", MessageBoxButtons.OK); return false; } if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext)) { MessageBox.Show("Could not set video card into the text object", "Error", MessageBoxButtons.OK); return false; } // Create the height map terrain shader object. HeightMapTerrainShader = new HeightMapTerrainShader(); // Initialize the height map terrain shader object. if (!HeightMapTerrainShader.Initialize(D3D.Device, windowHandle)) { MessageBox.Show("Could not initialize the height map terrain shader", "Error", MessageBoxButtons.OK); return false; } // Create the light object. Light = new Light(); // Initialize the light object Light.SetAmbientColor(0.5f, 0.5f, 0.5f, 1f); Light.SetDiffuseColor(1f, 1f, 1f, 1f); Light.SetDirection(0f, 0f, 0.75f); return true; }
public void Render(DeviceContext deviceContext, Frustum frustum, HeightMapTerrainShader shader) { // Reset the number of the triangles that are drawn for this frame. DrawCount = 0; // Render each node that is visible at the parent node and moving down the tree. RenderNode(deviceContext, ParentNode, frustum, shader); }
protected void FillArrays(out HeightMapTerrainShader.Vertex[] vertices, out int[] indices) { // Create the vertex array. vertices = new HeightMapTerrainShader.Vertex[VertexCount]; // Create the index array. indices = new int[IndexCount]; var index = 0; for (var j = 0; j < TerrainHeight - 1; j++) { for (var i = 0; i < TerrainWidth - 1; i++) { var indexBottomLeft = TerrainHeight * j + i; var indexBottomRight = TerrainHeight * j + (i + 1); var indexUpperLeft = TerrainHeight * (j + 1) + i; var indexUpperRight = TerrainHeight * (j + 1) + (i + 1); #region First Triangle // Upper left vertices[index] = HeightMap[indexUpperLeft]; // Modify the texture coordinates to cover the top edge. if (vertices[index].texture.Y == 1.0f) vertices[index].texture.Y = 0.0f; indices[index] = index++; // Upper right vertices[index] = HeightMap[indexUpperRight]; // Modify the texture coordinates to cover the top and right edges. if (vertices[index].texture.X == 0.0f) vertices[index].texture.X = 1.0f; if (vertices[index].texture.Y == 1.0f) vertices[index].texture.Y = 0.0f; indices[index] = index++; // Bottom Left vertices[index] = HeightMap[indexBottomLeft]; indices[index] = index++; #endregion #region Second Triangle // Bottom Left vertices[index] = HeightMap[indexBottomLeft]; indices[index] = index++; // Upper right vertices[index] = HeightMap[indexUpperRight]; // Modify the texture coordinates to cover the top and right edges. if (vertices[index].texture.X == 0.0f) vertices[index].texture.X = 1.0f; if (vertices[index].texture.Y == 1.0f) vertices[index].texture.Y = 0.0f; indices[index] = index++; // Bottom right vertices[index] = HeightMap[indexBottomRight]; // Modify the texture coordinates to cover the right edge. if (vertices[index].texture.X == 0.0f) vertices[index].texture.X = 1.0f; indices[index] = index++; #endregion } } }