コード例 #1
0
ファイル: graphic.cpp プロジェクト: Emulyator/gamecatapult
	/// ビューポートを取得
	ViewPort Device::getViewPort() const
	{
		D3DVIEWPORT9 vp = impl_->getViewPort();
//		Point2 ssize = getScreenSize();
//		return ViewPort(static_cast<float>(vp.X)/ssize.x, static_cast<float>(vp.Y)/ssize.y, static_cast<float>(vp.Width)/ssize.x, static_cast<float>(vp.Height)/ssize.y, vp.MinZ, vp.MaxZ);
		return ViewPort(vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
	}
コード例 #2
0
ファイル: Nappaform.cpp プロジェクト: anapper/Whiteroom
void Nappaform::fLoad()
{
			frameCount = 0;
			offScreenBitmap = gcnew Bitmap(width, height);
			offScreenCanvas = Graphics::FromImage(offScreenBitmap);
			random = gcnew Random();
			runLeft = gcnew Bitmap("playerRunLeft.bmp");
			runRight = gcnew Bitmap("playerRunRight.bmp");
			mainCanvas = CreateGraphics();

			//Tilemaps
			whiteSquare = gcnew Bitmap("tiles.bmp");
			blackSquare = gcnew Bitmap("tileBlack.bmp");
			tile = gcnew Tile(whiteSquare, true);
			tile2 = gcnew Tile(blackSquare, false);
			tileList = gcnew TileList(2);
			tileList->setTileArrayEntry(tile);
			tileList->setTileArrayEntry(tile2);
			
			//Create the tile map
			tileMap = gcnew TileMap(tileList, offScreenCanvas, TILES_WIDE, TILES_HIGH, TILE_SIDE);

			tileMap->loadFromFile("whiteRoom.csv");

			//TileMaps

			//Viewport

			//Create the view port
			viewPort = gcnew ViewPort(0,0,VP_TILE_WIDE,VP_TILE_HIGH,Width,Height,tileMap, offScreenCanvas, TILE_SIDE);
			
			//ViewPort
			playerList = gcnew SpriteList();

			playerFileNames = gcnew array<String^>{
			"playerRunR.bmp",
			"player5.bmp",
			"playerRun.bmp",
			"player5.bmp"
			};

			int boundX = TILES_WIDE * TILE_SIDE;
			int boundY = TILES_HIGH * TILE_SIDE;

			player = gcnew Player(tileMap, offScreenCanvas, playerFileNames, random, 8, Rectangle(0,0,boundX, boundY),BOUNCE);
			
			playerList->addSprite(player);
			
}
コード例 #3
0
ファイル: oglcamera.cpp プロジェクト: 8441918/evg-parser
void CBaseOglCamera::Apply()
{
	ViewPort();
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
  
	switch (type)
	{
	case VT_PERSPECTIVE:
		gluPerspective(45, aspect, 1.0,1000); 
		gluLookAt(eye[0],eye[1],eye[2],
			  center[0],center[1],center[2],
   	          top[0],top[1],top[2]);
		break;
	case VT_ORTHO:
		glOrtho(viewOrtho[0],viewOrtho[1],viewOrtho[2],viewOrtho[3],viewOrtho[4],viewOrtho[5]);
		break;
	}
	
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}