本文整理汇总了C++中CCamera::GenerateViewMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ CCamera::GenerateViewMatrix方法的具体用法?C++ CCamera::GenerateViewMatrix怎么用?C++ CCamera::GenerateViewMatrix使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCamera
的用法示例。
在下文中一共展示了CCamera::GenerateViewMatrix方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: BuildObjects
void CGameFramework::BuildObjects()
{
m_pScene = new CScene();
//플레이어 객체를 생성한다.
m_pPlayer = new CPlayer();
//카메라 객체를 생성하고 뷰-포트를 설정한다.
CCamera *pCamera = new CCamera();
pCamera->CreateShaderVariables(m_pd3dDevice);
pCamera->SetViewport(m_pd3dDeviceContext, 0, 0, m_nWndClientWidth, m_nWndClientHeight, 0.0f, 1.0f);
//투영 변환 행렬을 생성한다.
pCamera->GenerateProjectionMatrix(1.0f, 500.0f, float(m_nWndClientWidth) / float(m_nWndClientHeight), 90.0f);
//카메라 변환 행렬을 생성한다.
D3DXVECTOR3 d3dxvEyePosition = D3DXVECTOR3(150.0f, 150.0f, -250.0f);
D3DXVECTOR3 d3dxvLookAt = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 d3dxvUp = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
pCamera->GenerateViewMatrix(d3dxvEyePosition, d3dxvLookAt, d3dxvUp);
//카메라 객체를 플레이어 객체에 설정한다.
m_pScene->SetCamera(pCamera);
m_pPlayer->SetCamera(pCamera);
m_pPlayer->CreateShaderVariables(m_pd3dDevice);
if (m_pScene) m_pScene->BuildObjects(m_pd3dDevice);
D3DXCOLOR d3dxcColor(1.0f, 0.0f, 0.0f, 1.0f);
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(D3DXCOLOR);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA d3dSubResource;
d3dSubResource.pSysMem = &d3dxcColor;
d3dSubResource.SysMemPitch = 0;
d3dSubResource.SysMemSlicePitch = 0;
m_pd3dDevice->CreateBuffer(&bd, &d3dSubResource, &m_pd3dcbColor);
m_pd3dDeviceContext->PSSetConstantBuffers(PS_SLOT_COLOR, 1, &m_pd3dcbColor);
}
示例2: BuildObjects
void CGameFramework::BuildObjects()
{
m_pScene = new CScene();
//플레이어 객체를 생성한다.
m_pPlayer = new CPlayer();
//카메라 객체를 생성하고 뷰-포트를 설정한다.
CCamera *pCamera = new CCamera();
pCamera->CreateShaderVariables(m_pd3dDevice);
pCamera->SetViewport(m_pd3dDeviceContext, 0, 0, m_nWndClientWidth, m_nWndClientHeight, 0.0f, 1.0f);
//투영 변환 행렬을 생성한다.
pCamera->GenerateProjectionMatrix(1.0f, 500.0f, float(m_nWndClientWidth) / float(m_nWndClientHeight), 90.0f);
//카메라 변환 행렬을 생성한다.
D3DXVECTOR3 d3dxvEyePosition = D3DXVECTOR3(0.0f, 0.0f, -55.0f);
D3DXVECTOR3 d3dxvLookAt = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 d3dxvUp = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
pCamera->GenerateViewMatrix(d3dxvEyePosition, d3dxvLookAt, d3dxvUp);
//카메라 객체를 플레이어 객체에 설정한다.
m_pPlayer->SetCamera(pCamera);
m_pPlayer->CreateShaderVariables(m_pd3dDevice);
if (m_pScene) m_pScene->BuildObjects(m_pd3dDevice);
}