// Called once per frame.
void DynamicCubemapRenderer::Update(DX::StepTimer const& timer)
{
    m_controller->Update();

    // Update the view matrix based on the camera position.
    m_camera->SetViewParameters(
        m_controller->get_Position(),       // The point the camera is at.
        m_controller->get_LookPoint(),      // The point to look towards.
        float3(0, 1, 0)                     // The up-vector  (+Y).
    );

    // Update the position of the cube and sphere objects.
    XMStoreFloat4x4(
        &m_cubeRotation,
        XMMatrixTranspose(
            XMMatrixRotationY(static_cast<float>(timer.GetTotalSeconds()) / 4 * XM_PIDIV4)
        )
    );

    XMStoreFloat4x4(
        &m_cube2Rotation,
        XMMatrixTranspose(
            XMMatrixRotationX(static_cast<float>(timer.GetTotalSeconds()) / 4 * XM_PIDIV4)
        )
    );

    XMStoreFloat4x4(
        &m_sphereRotation,
        XMMatrixTranspose(XMMatrixTranslation(0.0f, 0.0f, 0.0f))
    );
}
// Called once per frame, creates a Y rotation based on elapsed time.
void ShadowSceneRenderer::Update(DX::StepTimer const& timer)
{
    // Convert degrees to radians, then convert seconds to rotation angle.
    float radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
    double totalRotation = timer.GetTotalSeconds() * radiansPerSecond;

    // Uncomment the following line of code to oscillate the cube instead of
    // rotating it. Useful for testing different margin coefficients in the
    // pixel shader.

    //totalRotation = 9.f + cos(totalRotation) *.2;

    float animRadians = (float)fmod(totalRotation, XM_2PI);

    // Prepare to pass the view matrix, and updated model matrix, to the shader.
    XMStoreFloat4x4(&m_rotatedModelBufferData.model, XMMatrixTranspose(XMMatrixRotationY(animRadians)));

    // If the shadow dimension has changed, recreate it.
    D3D11_TEXTURE2D_DESC desc = { 0 };
    if (m_shadowMap != nullptr)
    {
        m_shadowMap->GetDesc(&desc);
        if (m_shadowMapDimension != desc.Height)
        {
            InitShadowMap();
        }
    }
}
// Called once per frame. Rotates the cube, and calculates and sets the model matrix
// relative to the position transform indicated by hologramPositionTransform.
void SpinningCubeRenderer::Update(const DX::StepTimer& timer)
{
    float const deltaTime = static_cast<float>(timer.GetElapsedSeconds());
    float const lerpDeltaTime = deltaTime * c_lerpRate;

    float3 const prevPosition = m_position;
    m_position = lerp(m_position, m_targetPosition, lerpDeltaTime);

    m_velocity = (prevPosition - m_position) / deltaTime;

    // Rotate the cube.
    // Convert degrees to radians, then convert seconds to rotation angle.
    float const radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
    float const totalRotation    = static_cast<float>(timer.GetTotalSeconds()) * radiansPerSecond;

    // Scale the cube down to 10cm
    float4x4 const modelScale = make_float4x4_scale({ 0.1f });
    float4x4 const modelRotation = make_float4x4_rotation_y(totalRotation);
    float4x4 const modelTranslation = make_float4x4_translation(m_position);

    m_modelConstantBufferData.model = modelScale * modelRotation * modelTranslation;

    // Use the D3D device context to update Direct3D device-based resources.
    const auto context = m_deviceResources->GetD3DDeviceContext();

    // Update the model transform buffer for the hologram.
    context->UpdateSubresource(
        m_modelConstantBuffer.Get(),
        0,
        nullptr,
        &m_modelConstantBufferData,
        0,
        0
        );
}
// Called once per frame, rotates the cube and calculates the model and view matrices.
void Sample3DSceneRenderer::Update(DX::StepTimer const& timer)
{
	if (!m_tracking)
	{
		// Convert degrees to radians, then convert seconds to rotation angle
		float radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
		double totalRotation = timer.GetTotalSeconds() * radiansPerSecond;
		float radians = static_cast<float>(fmod(totalRotation, XM_2PI));

		Rotate(radians);
	}
}
예제 #5
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// Updates the world.
void Game::Update(DX::StepTimer const& timer)
{
    Vector3 eye(0.0f, 0.7f, 1.5f);
    Vector3 at(0.0f, -0.1f, 0.0f);

    m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);

    m_world = Matrix::CreateRotationY(float(timer.GetTotalSeconds() * XM_PIDIV4));

    m_batchEffect->SetView(m_view);
    m_batchEffect->SetWorld(Matrix::Identity);

#ifdef DXTK_AUDIO
    m_audioTimerAcc -= (float)timer.GetElapsedSeconds();
    if (m_audioTimerAcc < 0)
    {
        if (m_retryDefault)
        {
            m_retryDefault = false;
            if (m_audEngine->Reset())
            {
                // Restart looping audio
                m_effect1->Play(true);
            }
        }
        else
        {
            m_audioTimerAcc = 4.f;

            m_waveBank->Play(m_audioEvent++);

            if (m_audioEvent >= 11)
                m_audioEvent = 0;
        }
    }
#endif

    auto pad = m_gamePad->GetState(0);
    if (pad.IsConnected())
    {
        if (pad.IsViewPressed())
        {
            PostQuitMessage(0);
        }
    }

    auto kb = m_keyboard->GetState();
    if (kb.Escape)
    {
        PostQuitMessage(0);
    }
}
예제 #6
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// Called once per frame, updates the scene state.
void Game::Update(DX::StepTimer const& timer)
{
	auto timeDelta = static_cast<float>(timer.GetElapsedSeconds());

	// Update animated models.
	m_skinnedMeshRenderer.UpdateAnimation(timeDelta, m_meshModels);

	// Rotate scene.
	m_rotation = static_cast<float>(timer.GetTotalSeconds()) * 0.5f;

	// Update the "time" variable for the glow effect.
	for (float &time : m_time)
	{
		time = std::max<float>(0.0f, time - timeDelta);
	}
}
void DirectXTK3DSceneRenderer::Update(DX::StepTimer const& timer)
{
    Vector3 eye(0.0f, 0.7f, 1.5f);
    Vector3 at(0.0f, -0.1f, 0.0f);

    m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);

    m_world = Matrix::CreateRotationY( float(timer.GetTotalSeconds() * XM_PIDIV4) );

    m_batchEffect->SetView(m_view);
    m_batchEffect->SetWorld(Matrix::Identity);

    m_audioTimerAcc -= (float)timer.GetElapsedSeconds();
    if (m_audioTimerAcc < 0)
    {
        if (m_retryDefault)
        {
            m_retryDefault = false;
            if (m_audEngine->Reset())
            {
                // Restart looping audio
                m_effect1->Play(true);
            }
        }
        else
        {
            m_audioTimerAcc = 4.f;

            m_waveBank->Play(m_audioEvent++);

            if (m_audioEvent >= 11)
                m_audioEvent = 0;
        }
    }

    if (!m_audEngine->IsCriticalError() && m_audEngine->Update())
    {
        // Setup a retry in 1 second
        m_audioTimerAcc = 1.f;
        m_retryDefault = true;
    }
}
// Called once per frame. Rotates the cube, and calculates and sets the model matrix
// relative to the position transform indicated by hologramPositionTransform.
void SpinningCubeRenderer::Update(DX::StepTimer const& timer)
{
    // Rotate the cube.
    // Convert degrees to radians, then convert seconds to rotation angle.
    const float    radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
    const double   totalRotation = timer.GetTotalSeconds() * radiansPerSecond;
    const float    radians = static_cast<float>(fmod(totalRotation, XM_2PI));
    const XMMATRIX modelRotation = XMMatrixRotationY(-radians);

    // Position the cube.
    const XMMATRIX modelTranslation = XMMatrixTranslationFromVector(XMLoadFloat3(&m_position));

    // Multiply to get the transform matrix.
    // Note that this transform does not enforce a particular coordinate system. The calling
    // class is responsible for rendering this content in a consistent manner.
    const XMMATRIX modelTransform = XMMatrixMultiply(modelRotation, modelTranslation);

    // The view and projection matrices are provided by the system; they are associated
    // with holographic cameras, and updated on a per-camera basis.
    // Here, we provide the model transform for the sample hologram. The model transform
    // matrix is transposed to prepare it for the shader.
    XMStoreFloat4x4(&m_modelConstantBufferData.model, XMMatrixTranspose(modelTransform));

    // Loading is asynchronous. Resources must be created before they can be updated.
    if (!m_loadingComplete)
    {
        return;
    }

    // Use the D3D device context to update Direct3D device-based resources.
    const auto context = m_deviceResources->GetD3DDeviceContext();

    // Update the model transform buffer for the hologram.
    context->UpdateSubresource(
        m_modelConstantBuffer.Get(),
        0,
        nullptr,
        &m_modelConstantBufferData,
        0,
        0
    );
}
예제 #9
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// Updates the world.
void Game::Update(DX::StepTimer const& timer)
{
    PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");

    Vector3 eye(0.0f, 0.7f, 1.5f);
    Vector3 at(0.0f, -0.1f, 0.0f);

    m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);

    m_world = Matrix::CreateRotationY(float(timer.GetTotalSeconds() * XM_PIDIV4));

    m_lineEffect->SetView(m_view);
    m_lineEffect->SetWorld(Matrix::Identity);

    m_shapeEffect->SetView(m_view);

    m_audioTimerAcc -= (float)timer.GetElapsedSeconds();
    if (m_audioTimerAcc < 0)
    {
        if (m_retryDefault)
        {
            m_retryDefault = false;
            if (m_audEngine->Reset())
            {
                // Restart looping audio
                m_effect1->Play(true);
            }
        }
        else
        {
            m_audioTimerAcc = 4.f;

            m_waveBank->Play(m_audioEvent++);

            if (m_audioEvent >= 11)
                m_audioEvent = 0;
        }
    }

    auto pad = m_gamePad->GetState(0);
    if (pad.IsConnected())
    {
        m_gamePadButtons.Update(pad);

        if (pad.IsViewPressed())
        {
            PostQuitMessage(0);
        }
    }
    else
    {
        m_gamePadButtons.Reset();
    }

    auto kb = m_keyboard->GetState();
    m_keyboardButtons.Update(kb);

    if (kb.Escape)
    {
        PostQuitMessage(0);
    }

    auto mouse = m_mouse->GetState();
    mouse;

    PIXEndEvent();
}