Example #1
0
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // Set up world matrix
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
    D3DXMatrixRotationX( &matWorld, 0.0f );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-2.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #2
0
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just rotate the object about the y-axis.
    D3DXMATRIXA16 matWorld;

    // Set up the rotation matrix to generate 1 full rotation (2*PI radians) 
    // every 1000 ms. To avoid the loss of precision inherent in very high 
    // floating point numbers, the system time is modulated by the rotation 
    // period before conversion to a radian angle.
    UINT iTime = timeGetTime() % 1000;
    FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
    D3DXMatrixRotationY( &matWorld, fAngle );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #3
0
void C3d::SetupMatrices()
{
	D3DXMATRIXA16 matWorld1;
	D3DXMATRIXA16 mat;
	D3DXVECTOR3 vEyePt(0.0f, vRadius*distance*1.025f,vRadius*distance*-3.0f );
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 vUpVec( 0.0f, 0.5f, 0.0f );
	if(rotation)
	{
		D3DXMatrixIdentity(&mat);
		MatrixRotationY( &mat, timeGetTime()/1500.0f );
	}
	else
	{
		m_abArcBall.GetMat(&mat);
		vEyePt = D3DXVECTOR3(0.0f, 0.0f,vRadius*distance*-4.0f);
		vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
		vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 1.0f );
	}
	
	MatrixMultiply(&matWorld , &mat, &matWorld1);
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld1 );
	D3DXMATRIXA16 matView;
	MatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
	D3DXMATRIXA16 matProj;
	MatrixPerspectiveFovLH( &matProj, D3DX_PI/5, Aspect, 1.0f, vRadius*20);// 10.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #4
0
/**-----------------------------------------------------------------------------
* 카메라 행렬 설정
*------------------------------------------------------------------------------
*/
void SetupCamera()
{
	/// 월드행렬 설정
	D3DXMATRIXA16 matWorld;
	D3DXMatrixIdentity( &matWorld );
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	/*D3DXVECTOR3 vEyePt(0.0f, 15.0f,-22.0f );
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);*/

	/*D3DXVECTOR3 vEyePt(0.23f, 1.5f, 0.401f);
	D3DXVECTOR3 vLookatPt(0.23f, 0.0, 0.4f);
	D3DXVECTOR3 vUpVec(0, 1, 0);*/

	D3DXVECTOR3 vEyePt(float((MAPWIDTH)/2), 20.0f, -10.0f);
	D3DXVECTOR3 vLookatPt(float((MAPWIDTH)/2), 10.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);

	/*D3DXVECTOR3 vEyePt(float((MAPWIDTH)/2), 7.0f, -1.0f);
	D3DXVECTOR3 vLookatPt(float((MAPWIDTH)/2), 5.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);*/

	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	/// 프로젝션 행렬 설정
	D3DXMATRIXA16 matProj;
	FLOAT fWidth = WIDTH;
	FLOAT fHeight = HEIGHT;	
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4.0f, fWidth/fHeight, 1.0f, 100.0f);
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

}
Example #5
0
void SetMatrices()
{
	
	const char *keys = GetKeyState();
	if (keys != NULL)
	{
		if (keys[DIK_UP]&0x80)    mz = mz + speed * looptime;
		if (keys[DIK_DOWN]&0x80)  mz = mz - speed * looptime;
		if (keys[DIK_LEFT]&0x80)  mx = mx - speed * looptime;
		if (keys[DIK_RIGHT]&0x80) mx = mx + speed * looptime;
	}
	
	
	// ワールド座標
	D3DXMATRIXA16 matWorld1, matWorld2;
	D3DXMatrixTranslation(&matWorld1, mx, 0.0f, mz);
	D3DXMatrixRotationY(&matWorld2, D3DX_PI);
	matWorld2 *= matWorld1;
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld2);
	// ビュー変換
	D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
	// 射影変換
	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, g_aspect, 1.0f, 100.0f);
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
Example #6
0
VOID Kinect::SetupMatrics() //Ä«¸Þ¶ó ¼³Ä¡
{


	//¿ùµåÇà·Ä
	D3DXMATRIXA16 matWorld;
	//UINT iTime = timeGetTime() % 1000; 
	//FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
	//D3DXMatrixRotationY(&matWorld, fAngle); // YÃàÀ» ȸÀüÃàÀ¸·Î ȸÀüÇà·ÄÀ» »ý¼ºÇÑ´Ù.
	//g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); //»ý¼ºÇÑ È¸Àü Çà·ÄÀ» ¿ùµå Çà·Ä·Î µð¹ÙÀ̽º¿¡ ¼³Á¤ÇÑ´Ù.

	//ºä Çà·ÄÀ» Á¤ÀÇÇϱâ À§Çؼ­´Â 3°¡ÁöÀÇ °ªÀÌ ÇÊ¿äÇÔ
	D3DXVECTOR3 vEyePt(CameraSpot.x, CameraSpot.y, CameraSpot.z);  //´«ÀÇ À§Ä¡
	D3DXVECTOR3 vLookatPt(IronLook.x, IronLook.y, IronLook.z); //´«ÀÌ ¹Ù¶óº¸´Â À§Ä¡
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f); //õÁ¤¹æÇâÀ» ³ªÅ¸³»´Â »ó¹æº¤ÅÍ(0,1,0)

	//D3DXVECTOR3 vEyePt(0.0f, 0, 0);  //´«ÀÇ À§Ä¡
	//D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 1.0f); //´«ÀÌ ¹Ù¶óº¸´Â À§Ä¡
	//D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f); //õÁ¤¹æÇâÀ» ³ªÅ¸³»´Â »ó¹æº¤ÅÍ(0,1,0)

	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec); //1,2,3ÀÇ °ªÀ¸·Î ºä Çà·Ä »ý¼º
	g_pDevice->SetTransform(D3DTS_VIEW, &matView); //»ý¼ºÇÑ ºä Çà·ÄÀ» µð¹ÙÀ̽º¿¡ ¼³Á¤


	//ÇÁ·ÎÁ¦¼Ç Çà·ÄÀ» Á¤ÀÇÇϱâ À§Çؼ­´Â ½Ã¾ß°¢(FOV=Field of View)°ú Á¾È¾ºñ (aspect ratio),Ŭ¸®ÇÎ Æò¸éÀÇ °ªÀÌ ÇÊ¿äÇÏ´Ù.
	D3DXMATRIXA16 matProj;
	//D3DXMatrixOrthoOffCenterLH(&matProj, 0, (float)CLIENT_WIDTH, (float)CLIENT_HEIGHT, 0, -100.f, 100.f);
	D3DXMatrixPerspectiveFovLH(&matProj, D3DXToRadian(43), (float)CLIENT_WIDTH / CLIENT_HEIGHT, 0.01f, 100.f); //½Ã¾ß°¢
	g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj); //»ý¼ºÇÑ ÇÁ·ÎÁ§¼Ç Çà·ÄÀ» µð¹ÙÀ̽º¿¡ ¼³Á¤

}
// 3D 물체등을 그린다.
void RenderScene()
{
	// 뷰 행렬을 만든다.
	D3DXMATRIXA16 matView;
	D3DXVECTOR3 vEyePt(gWorldCameraPosition.x, gWorldCameraPosition.y, gWorldCameraPosition.z);
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);

	// 투영행렬을 만든다.
	D3DXMATRIXA16			matProjection;
	D3DXMatrixPerspectiveFovLH(&matProjection, FOV, ASPECT_RATIO, NEAR_PLANE, FAR_PLANE);

	// 프레임마다 0.4도씩 회전을 시킨다.
	gRotationY += 0.4f * PI / 180.0f;
	if (gRotationY > 2 * PI)
	{
		gRotationY -= 2 * PI;
	}

	// 월드행렬을 만든다.
	D3DXMATRIXA16			matWorld;
	D3DXMatrixRotationY(&matWorld, gRotationY);

	// 월드/뷰/투영행렬을 미리 곱한다.
	D3DXMATRIXA16 matWorldView;
	D3DXMATRIXA16 matWorldViewProjection;
	D3DXMatrixMultiply(&matWorldView, &matWorld, &matView);
	D3DXMatrixMultiply(&matWorldViewProjection, &matWorldView, &matProjection);

	// 쉐이더 전역변수들을 설정
	gpEnvironmentMappingShader->SetMatrix("gWorldMatrix", &matWorld);
	gpEnvironmentMappingShader->SetMatrix("gWorldViewProjectionMatrix", &matWorldViewProjection);

	gpEnvironmentMappingShader->SetVector("gWorldLightPosition", &gWorldLightPosition);
	gpEnvironmentMappingShader->SetVector("gWorldCameraPosition", &gWorldCameraPosition);

	gpEnvironmentMappingShader->SetVector("gLightColor", &gLightColor);
	gpEnvironmentMappingShader->SetTexture("DiffuseMap_Tex", gpStoneDM);
	gpEnvironmentMappingShader->SetTexture("SpecularMap_Tex", gpStoneSM);
	gpEnvironmentMappingShader->SetTexture("NormalMap_Tex", gpStoneNM);
	gpEnvironmentMappingShader->SetTexture("EnvironmentMap_Tex", gpSnowENV);

	// 쉐이더를 시작한다.
	UINT numPasses = 0;
	gpEnvironmentMappingShader->Begin(&numPasses, NULL);
	{
		for (UINT i = 0; i < numPasses; ++i)
		{
			gpEnvironmentMappingShader->BeginPass(i);
			{
				// 구체를 그린다.
				gpTeapot->DrawSubset(0);
			}
			gpEnvironmentMappingShader->EndPass();
		}
	}
	gpEnvironmentMappingShader->End();
}
Example #8
0
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
CD3DCamera::CD3DCamera()
{
    // Set attributes for the view matrix
    D3DXVECTOR3 vEyePt(0.0f,0.0f,0.0f);
    D3DXVECTOR3 vLookatPt(0.0f,0.0f,1.0f);
    D3DXVECTOR3 vUpVec(0.0f,1.0f,0.0f);
    SetViewParams( vEyePt, vLookatPt, vUpVec );

    // Set attributes for the projection matrix
    SetProjParams( D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
}
Example #9
0
// 3D 물체등을 그린다.
void RenderScene()
{
	
	// 뷰행렬 초기화.
	D3DXMATRIXA16 matView;
	// D3DXVECTOR3 vEyePt(0.0f, 0.0f, -200.0f);
	D3DXVECTOR3 vEyePt(gWorldCameraPosition.x, gWorldCameraPosition.y, gWorldCameraPosition.z);

	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);


	// 투영행렬 초기화.
	D3DXMATRIXA16 matProjection;
	D3DXMatrixPerspectiveFovLH(&matProjection, FOV, ASPECT_RATIO, NEAR_PLANE, FAR_PLANE);

	
	// 회전.
	gRotationY += ((0.4f * PI) / 180.0f);
	if (gRotationY > 2 * PI)
		gRotationY -= 2 * PI;


	// 월드행렬 초기화.
	D3DXMATRIXA16 matWorld;
	// D3DXMatrixIdentity(&matWorld);
	D3DXMatrixRotationY(&matWorld, gRotationY);


	// 쉐이더에 전달.
	gpTextureMappingShader->SetMatrix("gWorldMatrix", &matWorld);
	gpTextureMappingShader->SetMatrix("gViewMatrix", &matView);
	gpTextureMappingShader->SetMatrix("gProjectionMatrix", &matProjection);


	gpTextureMappingShader->SetVector("gWorldLightPosition", &gWorldLightPosition);
	gpTextureMappingShader->SetVector("gWorldCameraPosition", &gWorldCameraPosition);
	// gpTextureMappingShader->SetTexture("DiffuseMap_Tex", gpEarthDM);

	// 쉐이더 적용.
	UINT numPasses = 0;
	gpTextureMappingShader->Begin(&numPasses, NULL);
	for (UINT i = 0; i < numPasses; ++i) {
		gpTextureMappingShader->BeginPass(i);

		gpSphere->DrawSubset(0);

		gpTextureMappingShader->EndPass();
	}
	gpTextureMappingShader->End();


}
Example #10
0
    /////////////////////////////////////////
    // инициализация камер
    /////////////////////////////////////////
    void setupCameras()
    {
        // Создание главной камеры (без отдельных render-targets)
        m_pRenderCameraPrimary = render::CRenderCamera::Create();
        m_pRenderCameraPrimary->setProjection(math::Math::PI/4, 1.0f, 1.0f, 10000.0f);

        // Создание вторичной камеры (с отдельными render-targets)
        render::SViewPort			viewport(0, 0, 320, 240);
        render::SRenderTargetInfo	params;

        m_pRenderCameraSecondary = render::CRenderCamera::Create(0, viewport);
        m_pRenderCameraSecondary->setProjection(math::Math::PI/4, 1.0f, 1.0f, 10000.0f);

        // Создание таргетов для камеры
        params.format	= render::A8R8G8B8;
        params.size		= math::Vec2i(80, 60);
        m_renderTarget	= render::IRenderTexture::Create(params);
        m_pRenderCameraSecondary->setColorTarget(m_renderTarget, math::Color(0, 0, 0, 255));
        params.format	= render::D16;
        m_renderDepth	= render::IRenderTexture::Create(params);
        m_pRenderCameraSecondary->setDepthStencilTarget(m_renderDepth, 1.0f);

        // Добавление камер к рендеру
        render::TheCameraManager::Get().addCamera(m_pRenderCameraPrimary);
        render::TheCameraManager::Get().addCamera(m_pRenderCameraSecondary);

        // Создание спрайта для отображения вида вторичной камеры
        render::TheSpriteManager::Get().set_origin(math::Vec2f(0, 0));

        math::Rect	rect(0, 0, 1, 1);
        math::Vec2f pos	(0, 0);
        math::Vec2f size(800, 600);

        render::SSprite sprite(pos, size, 0xffffffff, m_renderTarget, 0, rect);
        m_vSprites.push_back(sprite);

        // Установка контроллеров главной камеры
        m_cFirstPersonCamera.setCamera(m_pRenderCameraPrimary);
        //m_cTargetCamera.setCamera(m_pRenderCameraSecondary);
        m_cTargetCamera.setCamera(m_pRenderCameraPrimary);

        // Настройка видовой матрицы контроллеров
        math::Vec3f vEyePt(100.0f, 80.0f, 20.0f);
        math::Vec3f vLookatPt(0.0f, 0.0f, 0.0f);
        math::Vec3f vUpVec(0.0f, 1.0f, 0.0f);

        m_cTargetCamera.setPosition		(vEyePt,vLookatPt,vUpVec);
        m_cFirstPersonCamera.setPosition(vEyePt,vLookatPt);

        // Установка текущего контроллера
        m_cFirstPersonCamera.activate();
        m_nCamera = 0;
    }
Example #11
0
VOID setViewProjMatrix(){
	//View matrix
	D3DXVECTOR3 vEyePt(0.0f, 2.0f, -30.0f);
	D3DXVECTOR3 vLookatPt(0.0f, 2.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMATRIX matView;
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
	g_pDevice->SetTransform(D3DTS_VIEW, &matView);
	//Projection Matrix
	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 5000.0f);
	g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
Example #12
0
void MapCamera::SetPos(float x, float y)
{
	MapObject::SetPos(x, y);

	D3DXVECTOR3 vEyePt(mPosX, mPosY, -20.0f);
	D3DXVECTOR3 vLookatPt(mPosX, mPosY, 20.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
	Global::GetDevice()->SetTransform(D3DTS_VIEW, &matView);

	gSceneMgr.GetFader()->SetPosition(mPosX, mPosY);
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupCameraMatrices()
{
	D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f);
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
Example #14
0
void AmjuGLDX9::LookAt(float eyeX, float eyeY, float eyeZ, float x, float y, float z, float upX, float upY, float upZ)
{
  AMJU_CALL_STACK;

  D3DXVECTOR3 vEyePt(eyeX, eyeY, eyeZ);
  D3DXVECTOR3 vLookatPt(x, y, z);
  D3DXVECTOR3 vUpVec(upX, upY, upZ);
  D3DXMATRIX matLookAt;
  D3DXMatrixLookAtRH( &matLookAt, &vEyePt, &vLookatPt, &vUpVec );

  g_matrixStack->LoadIdentity();
  g_matrixStack->LoadMatrix( &matLookAt );
}
Example #15
0
void OnFrameRender(IDirect3DDevice9* pd3dDevice)
{
	pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

	if (SUCCEEDED(pd3dDevice->BeginScene()))
	{
		D3DXMATRIX matWorld, matView, matProj;
		
		D3DXMatrixIdentity(&matWorld);
		
		D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -5.0f );
		D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
		D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
		D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

		float aspectRatio = ((float)SCREEN_WIDTH) / ((float)SCREEN_HEIGHT);
		D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, aspectRatio, 1.0f, 100.0f );

		pd3dDevice->SetVertexShader(g_pVS);
		pd3dDevice->SetVertexDeclaration(g_pDecl);
		pd3dDevice->SetVertexShaderConstantF(8, matWorld * matView * matProj, 4);

		pd3dDevice->SetPixelShader(g_pPS);

		FLOAT Offset[] = {
			-1.0f/SCREEN_WIDTH, 0.0f, 0.0f, 0.0f,
			 1.0f/SCREEN_WIDTH, 0.0f, 0.0f, 0.0f,
			-2.0f/SCREEN_WIDTH, 0.0f, 0.0f, 0.0f,
			 2.0f/SCREEN_WIDTH, 0.0f, 0.0f, 0.0f,
			-3.0f/SCREEN_WIDTH, 0.0f, 0.0f, 0.0f,
			 3.0f/SCREEN_WIDTH, 0.0f, 0.0f, 0.0f,
		};
		pd3dDevice->SetPixelShaderConstantF(0, Offset, 6);

		FLOAT weight[] = { 0.2f, 0.2f, 0.2f, 0.2f, };
		pd3dDevice->SetPixelShaderConstantF(6, weight, 1);

		
		pd3dDevice->SetTexture(0, g_pTexture);

		pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
		pd3dDevice->SetIndices(g_pIB);
		pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);

		pd3dDevice->EndScene();
	}

	pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
Example #16
0
//-----------------------------------------------------------------------------
// Desc: 设置观察矩阵和投影矩阵
//-----------------------------------------------------------------------------
VOID SetViewAndProjMatrix()
{
	//创建并设置观察矩阵
	D3DXVECTOR3 vEyePt( 0.0f, 10.0f,-20.0f );
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	//创建并设置投影矩阵
	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
VOID SetupMatrices()
{
	D3DXMATRIXA16 matWorld;
	D3DXMatrixIdentity( &matWorld );
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	D3DXVECTOR3 vEyept( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 1.0f );
	D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyept, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 3, 1.2f, 1.0f, 100.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
/**-----------------------------------------------------------------------------
<<<<<<< HEAD
 * ?됰젹 ?ㅼ젙
=======
 * 행렬 설정
>>>>>>> cb393cf62d002037487db55658f3a21dde6a512c
 *------------------------------------------------------------------------------
 */
void InitMatrix()
{
	/// 월드행렬
    D3DXMatrixIdentity( &g_matWorld );						/// 월드행렬을 단위행렬으로 설정
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &g_matWorld );	/// 디바이스에 월드행렬 설정

    /// 뷰행렬을 설정
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &g_matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &g_matView );

    /// 프로젝션 행렬 설정
    D3DXMatrixPerspectiveFovLH( &g_matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &g_matProj );
}
Example #19
0
void d3d_set_projection_ext(gs_scalar xfrom, gs_scalar yfrom, gs_scalar zfrom,gs_scalar xto, gs_scalar yto, gs_scalar zto,gs_scalar xup, gs_scalar yup, gs_scalar zup,double angle,double aspect,double znear,double zfar)
{
	D3DXVECTOR3 vEyePt( xfrom, yfrom, zfrom );
	D3DXVECTOR3 vLookatPt( xto, yto, zto );
	D3DXVECTOR3 vUpVec( xup, yup, zup );

	// Get D3DX to fill in the matrix values
	D3DXMATRIX matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
		
	// Set our view matrix
	d3dmgr->SetTransform( D3DTS_VIEW, &matView ); 
	
	D3DXMATRIX matProj;

	D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian(angle), aspect, znear, zfar );
	d3dmgr->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #20
0
void d3d_set_projection(gs_scalar xfrom, gs_scalar yfrom, gs_scalar zfrom,gs_scalar xto, gs_scalar yto, gs_scalar zto,gs_scalar xup, gs_scalar yup, gs_scalar zup)
{
	D3DXVECTOR3 vEyePt( xfrom, yfrom, zfrom );
	D3DXVECTOR3 vLookatPt( xto, yto, zto );
	D3DXVECTOR3 vUpVec( xup, yup, zup );

	// Get D3DX to fill in the matrix values
	D3DXMATRIX matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

	// Set our view matrix
	d3dmgr->SetTransform( D3DTS_VIEW, &matView ); 
	
	D3DXMATRIX matProj;

	D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian(45), view_wview[view_current] / (double)view_hview[view_current], 1.0f, 32000.0f );
	d3dmgr->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID D3DSample::SetupMatrices( )
{
	// Set up world matrix
	D3DXMATRIXA16 matWorld;
	D3DXMatrixRotationY( &matWorld, timeGetTime() / 1000.0f );
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	D3DXVECTOR3 vEyePt( 0.0f, 3.0f, -5.0f );
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #22
0
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    D3DXMATRIXA16  matWorld;
    D3DXMatrixIdentity(&matWorld);

    D3DXVECTOR3 vEyePt(0.0f, 3.0f, -2.0f);
    D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
    D3DXMATRIXA16  matView;
    sFnPtr_D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);

    D3DXMATRIXA16  matProj;
    sFnPtr_D3DXMatrixPerspectiveFovLH(&matProj, (float)D3DX_PI/4.f, 1.0f, 0.01f, 10.0f);

    g_pmWorld->SetMatrix((float *) &matWorld);
    g_pmView->SetMatrix((float *) &matView);
    g_pmProjection->SetMatrix((float *) &matProj);
}
Example #23
0
	ExampleObject() : m_camera(render::CRenderCamera::Create()) //: ::render::IRendererable(10)
	{
		m_spFont = render::IFont::Create(20, L"Arial", render::IFont::Heavy);

		m_mesh.load("teapot.xml");
		m_pTexture = ::render::ITexture::Create("tiger.bmp");

		math::Vec3f vEyePt( 5.0f, 4, 0 );
		math::Vec3f vLookatPt( 0.0f, 0.0f, 0.0f );
		math::Vec3f vUpVec( 0.0f, 1.0f, 0.0f );

		m_camera->lookAt(vEyePt, vLookatPt, vUpVec);
		m_camera->setProjection(math::Math::PI/4, 1.0f, 1.0f, 10000.0f);

		//input 
		m_cEsc.attachToControl(input::Keyboard, input::KeyEscape);
		m_cEsc.addHandler(this, &ExampleObject::onEsc);
	}
Example #24
0
VOID SetupMatrices()
{
	// For our world matrix, we will just rotate the object about the y-axis.
	// 物件只围绕y轴旋转
	D3DXMATRIXA16 matWorld;

	// Set up the rotation matrix to generate 1 full rotation (2*PI radians) every 1000 ms. 
	// 配置旋转矩阵为每1000ms一整圈(2*PI 弧度)
	// To avoid the loss of precision inherent in very high floating point numbers,
	// 为了避免高浮点数固有的精度损失,
	// the system time is modulated by the rotation period before conversion to a radian angle.
	// 系统时间被旋转周期求模,在它被转化成弧度角前
	//UINT  iTime  = timeGetTime() % 1000;
	//FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
	D3DXMatrixRotationY( &matWorld, g_fYAngle );
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	// Set up our view matrix. 
	// 设置视图矩阵
	// A view matrix can be defined given an eye point,
	// a point to lookat, and a direction for which way is up. Here, we set the
	// eye five units back along the z-axis and up three units, look at the
	// origin, and define "up" to be in the y-direction.
	D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	// For the projection matrix, we set up a perspective transform (which
	// transforms geometry from 3D view space to 2D viewport space, with
	// a perspective divide making objects smaller in the distance). 
	// 投影矩阵,我们配置一个透视转化(把图形从3D视图空间转化到2D视口空间,透视划分使得远的物件小)
	// To build a perpsective transform, we need the field of view (1/4 pi is common),
	// the aspect ratio, and the near and far clipping planes (which define at
	// what distances geometry should be no longer be rendered).
	// 构建透视转化,四个参数(1)the field of view (2)the aspect ratio (3)the near clipping plane (4)the far clipping plane
	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

}
Example #25
0
//============================================================================//
void
EC_RENDER::sInitMatrixes()
{
    D3DXMATRIXA16 matWorld;

    D3DXMatrixRotationY( &matWorld, 0 );
    m_logic.device->SetTransform( D3DTS_WORLD, &matWorld );

    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    m_logic.device->SetTransform( D3DTS_VIEW, &matView );

    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100000.0f );
    m_logic.device->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #26
0
void OnFrameRender(IDirect3DDevice9* pd3dDevice)
{
	pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

	if (SUCCEEDED(pd3dDevice->BeginScene()))
	{
		D3DXMATRIX matWorld, matView, matProj;
		
		D3DXMatrixIdentity(&matWorld);
		
		D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -5.0f );
		D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
		D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
		D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

		float aspectRatio = ((float)SCREEN_WIDTH) / ((float)SCREEN_HEIGHT);
		D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, aspectRatio, 1.0f, 100.0f );

		pd3dDevice->SetVertexShader(g_pVS);
		pd3dDevice->SetPixelShader(g_pPS);
		pd3dDevice->SetVertexDeclaration(g_pDecl);
		
		D3DXMATRIX matWorldViewProj;
		D3DXMatrixTranspose(&matWorldViewProj, &(matWorld * matView * matProj));

		D3DXHANDLE hMatrix = g_pVSConstantTable->GetConstantByName(NULL, "WorldViewProj");
		g_pVSConstantTable->SetMatrix(pd3dDevice, hMatrix, &matWorldViewProj);

		FLOAT fMaterial[] = {0, 1, 0, 0};
		pd3dDevice->SetVertexShaderConstantF(8, fMaterial, 1);

		pd3dDevice->SetTexture(0, g_pTexture);

		pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
		pd3dDevice->SetIndices(g_pIB);
		pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);

		pd3dDevice->EndScene();
	}

	pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
VOID SetupMatrix()
{
	// Translate so the center of the box is the coordinate system origin.
	D3DXMATRIXA16 matWorld ;
	D3DXMatrixTranslation( &matWorld, -0.5f, -0.5f, 0.5f) ;
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	// Set up view matrix
	D3DXVECTOR3 vEyePt( 0.0f, 3.0f, -5.0f );		
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );	
	D3DXVECTOR3 vUpVec( 0.0f, 3.0f, 0.0f );	
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	// Set up perspective matrix
	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #28
0
//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetMatrices()
{
	//建立并设置世界矩阵
	D3DXMATRIX matWorld;
	D3DXMatrixIdentity( &matWorld );
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	//建立并设置观察矩阵
	D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
	D3DXMATRIX matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	//建立并设置投影矩阵
	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Example #29
0
void DX9Renderer::Draw()
{
	m_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0);
	
	m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	m_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	
	if (SUCCEEDED(m_pD3DDevice->BeginScene()))
	{
		D3DXMATRIX matWorld, matView, matProj;
		
		D3DXMatrixIdentity(&matWorld);
		
		D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -5.0f );
		D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
		D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
		D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

		float aspectRatio = ((float)800) / ((float)600);
		D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, aspectRatio, 1.0f, 100.0f );

		m_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
		m_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
		m_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);

		RenderableObjectListPtr list = this->GetRenderableObjectList();
		for (unsigned int i = 0; i < list->RenderableObjectNum(); i++)
		{
			DX9RenderableObject* obj = reinterpret_cast<DX9RenderableObject*>(list->GetRenderableObject(i).get());
			m_pD3DDevice->SetFVF(obj->GetFVF());

			m_pD3DDevice->SetStreamSource(0, (DX9::VertexBuffer)obj->GetVertexBuffer(), 0, obj->GetVertexSize());
			m_pD3DDevice->SetIndices((DX9::IndexBuffer)obj->GetIndexBuffer());
			m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, obj->GetVertexNum(), 0, obj->GetIndexNum());
		}

		m_pD3DDevice->EndScene();
	}

	m_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
VOID SetupMatrix()
{
	// Translate so the center of the box is the coordinate system origin.
	D3DXMATRIXA16 matTrans ;
	D3DXMatrixTranslation( &matTrans, -0.5f, -0.5f, 0.5f) ;

	// rotation by time elapsed
	D3DXMATRIXA16 matRol ;
	UINT  iTime  = timeGetTime() % 1000;
	FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;


	if( g_rotAxis == 4 )	// rotate by x-axis.
		D3DXMatrixRotationX( &matRol, fAngle );

	else if( g_rotAxis == 2 ) // rotate by y-axis.
		D3DXMatrixRotationY( &matRol, fAngle );

	else if( g_rotAxis == 1 ) // rotate by z-axis.
		D3DXMatrixRotationZ( &matRol, fAngle );

	else
		D3DXMatrixIdentity( &matRol ) ; // hold on

	D3DXMATRIXA16 matWorld = matTrans * matRol ;
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	// Set up view matrix
	D3DXVECTOR3 vEyePt( 0.0f, 3.0f, -5.0f );		
	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );	
	D3DXVECTOR3 vUpVec( 0.0f, 3.0f, 0.0f );	
	D3DXMATRIXA16 matView;
	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	// Set up perspective matrix
	D3DXMATRIXA16 matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

}