void AmjuGLDX9::InitFrame(float clearR, float clearG, float clearB) { AMJU_CALL_STACK; dd->BeginScene(); dd->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE(clearR, clearG, clearB, 1.0f ), 1.0f, 0 ); g_matrixStack->LoadIdentity(); }
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 ); }
void AmjuGLDX9::SetIdentity() { AMJU_CALL_STACK; if (s_matrixMode == AmjuGL::AMJU_MODELVIEW_MATRIX) { g_matrixStack->LoadIdentity(); dd->SetTransform(D3DTS_WORLD, g_matrixStack->GetTop()); } else if (s_matrixMode == AmjuGL::AMJU_PROJECTION_MATRIX) { D3DXMATRIX mat; D3DXMatrixIdentity(&mat); dd->SetTransform(D3DTS_PROJECTION, &mat); } }