本文整理汇总了C++中CModelViewerCamera::GetLookAtPt方法的典型用法代码示例。如果您正苦于以下问题:C++ CModelViewerCamera::GetLookAtPt方法的具体用法?C++ CModelViewerCamera::GetLookAtPt怎么用?C++ CModelViewerCamera::GetLookAtPt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CModelViewerCamera
的用法示例。
在下文中一共展示了CModelViewerCamera::GetLookAtPt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: vLightGrndClr
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
// If the settings dialog is being shown, then render it instead of rendering the app's scene
if( g_D3DSettingsDlg.IsActive() )
{
g_D3DSettingsDlg.OnRender( fElapsedTime );
return;
}
// Clear the render target and depth stencil
auto pRTV = DXUTGetD3D11RenderTargetView();
pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );
auto pDSV = DXUTGetD3D11DepthStencilView();
pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
// Get the projection & view matrix from the camera class
XMMATRIX mWorld = g_Camera.GetWorldMatrix();
XMMATRIX mProj = g_Camera.GetProjMatrix();
XMMATRIX mView = g_Camera.GetViewMatrix();
// Get the light direction
XMVECTOR vLightDir = g_LightControl.GetLightDirection();
// Render the light arrow so the user can visually see the light dir
V( g_LightControl.OnRender( Colors::Yellow, mView, mProj, g_Camera.GetEyePt() ) );
// Ambient Light
static const XMVECTORF32 s_vLightColorA = { 0.1f, 0.1f, 0.1f, 1.0f };
g_pAmbientLightColor->SetFloatVector( s_vLightColorA );
g_pAmbientLightEnable->SetBool(true);
// Hemi Ambient Light
static const XMVECTORF32 s_vLightColorH1 = { 0.3f, 0.3f, 0.4f, 1.0f };
g_pHemiAmbientLightColor->SetFloatVector( s_vLightColorH1 );
g_pHemiAmbientLightEnable->SetBool(true);
XMFLOAT4 vLightGrndClr( 0.05f, 0.05f, 0.05f, 1.f );
g_pHemiAmbientLightGroundColor->SetFloatVector( reinterpret_cast<float*>( &vLightGrndClr ) );
XMFLOAT4 vVec(0.0f, 1.0f, 0.0f, 1.0f);
g_pHemiAmbientLightDirUp->SetFloatVector( reinterpret_cast<float*>( &vVec ) );
// Directional Light
g_pDirectionalLightColor->SetFloatVector( Colors::White );
g_pDirectionalLightEnable->SetBool(true);
XMFLOAT4 tmp;
XMStoreFloat4( &tmp, vLightDir );
tmp.w = 1.f;
g_pDirectionalLightDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );
// Environment Light - color comes from the texture
g_pEnvironmentLightColor->SetFloatVector( Colors::Black );
g_pEnvironmentLightEnable->SetBool(true);
// Setup the Eye based on the DXUT camera
XMVECTOR vEyePt = g_Camera.GetEyePt();
XMVECTOR vDir = g_Camera.GetLookAtPt() - vEyePt;
XMStoreFloat4( &tmp, vDir );
tmp.w = 1.f;
g_pEyeDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );
//Get the mesh
//IA setup
pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 );
UINT Strides[1];
UINT Offsets[1];
ID3D11Buffer* pVB[1];
pVB[0] = g_Mesh11.GetVB11( 0, 0 );
Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 );
Offsets[0] = 0;
pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
pd3dImmediateContext->IASetIndexBuffer( g_Mesh11.GetIB11( 0 ), g_Mesh11.GetIBFormat11( 0 ), 0 );
// Set the per object constant data
XMMATRIX mWorldViewProjection = mWorld * mView * mProj;
// VS Per object
XMFLOAT4X4 tmp4x4;
XMStoreFloat4x4( &tmp4x4, mWorldViewProjection );
g_pWorldViewProjection->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );
XMStoreFloat4x4( &tmp4x4, mWorld );
g_pWorld->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );
// Setup the Shader Linkage based on the user settings for Lighting
ID3DX11EffectClassInstanceVariable* pLightClassVar;
// Ambient Lighting First - Constant or Hemi?
if ( g_bHemiAmbientLighting )
{
pLightClassVar = g_pHemiAmbientLightClass;
}
else
{
//.........这里部分代码省略.........
示例2: DXUTGetFPS
void CALLBACK OnD3D11FrameRender(ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
float fElapsedTime, void* pUserContext)
{
pd3dImmediateContext->ClearRenderTargetView(DXUTGetD3D11RenderTargetView(), Colors::Black);
pd3dImmediateContext->ClearDepthStencilView(DXUTGetD3D11DepthStencilView(), D3D11_CLEAR_DEPTH, 1.0, 0);
XMMATRIX mworld = g_camera.GetWorldMatrix();
XMMATRIX mview = g_camera.GetViewMatrix();
XMMATRIX mproj = g_camera.GetProjMatrix();
g_BatchEffect->SetView(mview);
g_BatchEffect->SetProjection(mproj);
// Draw Grids
const XMVECTORF32 xaxis = { 50.f, 0.f, 0.f };
const XMVECTORF32 yaxis = { 0.f, 0.f, 50.f };
DrawGrid(xaxis, yaxis, g_XMZero, 50, 50, Colors::Azure);
// Draw Font
g_dwtext->Render(L"га╥╧юс = ", DXUTGetFPS(), 10, 10);
XMVECTOR worldPos;
XMVECTOR worldDir;
//g_input->getMousePosWorld(worldPos, worldDir, mview, mproj, TRUE);
g_input->Pick(worldPos, worldDir, mworld, mview, mproj);
/*
POSITION
*/
WCHAR strformat[256] = {};
XMFLOAT3 pos;
XMStoreFloat3(&pos, worldPos);
swprintf(strformat, L"pos = %f , %f , %f", pos.x, pos.y, pos.z);
g_dwtext->Render(strformat, 0, 10, 30);
/*
DIRECTION
*/
XMFLOAT3 dir;
XMStoreFloat3(&dir, worldDir);
swprintf(strformat, L"dir = %f , %f , %f", dir.x, dir.y, dir.z);
g_dwtext->Render(strformat, 0, 10, 50);
/*
CURSOR POSITION
*/
POINT pt = g_input->getMousePos();
swprintf(strformat, L"cursor = %d , %d", pt.x, pt.y );
g_dwtext->Render(strformat, 0, 10, 70);
XMVECTOR eye = g_camera.GetEyePt();
XMFLOAT3 feye;
XMStoreFloat3(&feye, eye);
swprintf(strformat, L"eye = %f , %f , %f", feye.x, feye.y, feye.z);
g_dwtext->Render(strformat, 0, 10, 90);
XMVECTOR lookat = g_camera.GetLookAtPt();
XMFLOAT3 flookat;
XMStoreFloat3(&flookat, lookat);
swprintf(strformat, L"lookat = %f , %f , %f", flookat.x, flookat.y, flookat.z);
g_dwtext->Render(strformat, 0, 10, 110);
XMVECTOR axis1 = XMVectorSet( pos.x, pos.y, pos.z, 0.0f);
XMVECTOR axis2 = XMVectorSet(dir.x, dir.y, dir.z, 0.0f);
DrawCenterGrid(axis1, axis2);
XMMATRIX wpos = XMMatrixTranslation(pos.x, pos.y, pos.z);
g_ShapePos->Draw(wpos, mview, mproj, Colors::LawnGreen);
XMMATRIX wdir = XMMatrixTranslation(dir.x, dir.y, dir.z);
g_ShapeDir->Draw(wdir, mview, mproj, Colors::OrangeRed);
}