void Pipeline::Initialize(float fFOV, float fNear, float fFar) { this->fFOV = fFOV; this->fNear = fNear; this->fFar = fFar; BuildProjectionMatrix(); BuildOrthographicMatrix(); BuildCameraMatrix(); BuildViewProjection(); BuildViewOrthographic(); }
void D3D11Renderer::UpdateMatrixBuffer( Entity camera ) { XMMATRIX view_mx = BuildCameraMatrix( camera ); btAlignedObjectArray< ViewProj > vp_array; ViewProj per_frame; per_frame._view = XMMatrixTranspose( view_mx ); per_frame._proj = XMMatrixTranspose( *_perspec_mx ); vp_array.push_back( per_frame ); _per_frame_buffer.CopyDataToBuffer( _device, vp_array, DATA_BUFFER_MAP_WRITE_DISCARD ); }
void Pipeline::UpdateCamera() { BuildCameraMatrix(); BuildViewProjection(); BuildViewOrthographic(); }