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C++ CModelViewerCamera::GetWorldMatrix方法代码示例

本文整理汇总了C++中CModelViewerCamera::GetWorldMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ CModelViewerCamera::GetWorldMatrix方法的具体用法?C++ CModelViewerCamera::GetWorldMatrix怎么用?C++ CModelViewerCamera::GetWorldMatrix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CModelViewerCamera的用法示例。


在下文中一共展示了CModelViewerCamera::GetWorldMatrix方法的15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: OnFrameRender

//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the 
// rendering calls for the scene, and it will also be called if the window needs to be 
// repainted. After this function has returned, DXUT will call 
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then
    // render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;


    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 141, 153, 191 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mView = *g_Camera.GetViewMatrix();
        mProj = *g_Camera.GetProjMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables. 
        V( g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( g_hWorld, &mWorld ) );
        V( g_pEffect->SetFloat( g_hTime, ( float )fTime ) );
        V( g_pEffect->SetValue( g_hCameraPosition, g_Camera.GetEyePt(), sizeof( D3DXVECTOR3 ) ) );

        UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

        // A subset of -1 was arbitrarily chosen to represent all subsets
        if( iCurSubset == -1 )
        {
            // Iterate through subsets, changing material properties for each
            for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
            {
                RenderSubset( iSubset );
            }
        }
        else
        {
            RenderSubset( iCurSubset );
        }

        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:65,代码来源:MeshFromObj.cpp

示例2: OnFrameRender

//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = g_mView;

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
        V( g_pEffect->SetFloat( "g_fTime", ( float )fTime ) );

        g_pEffect->SetTechnique( "RenderScene" );
        UINT cPasses;
        g_pEffect->Begin( &cPasses, 0 );
        ID3DXMesh* pMesh = g_Mesh.GetMesh();
        for( UINT p = 0; p < cPasses; ++p )
        {
            g_pEffect->BeginPass( p );
            for( UINT m = 0; m < g_Mesh.m_dwNumMaterials; ++m )
            {
                g_pEffect->SetTexture( "g_txScene", g_Mesh.m_pTextures[m] );
                g_pEffect->CommitChanges();
                pMesh->DrawSubset( m );
            }
            g_pEffect->EndPass();
        }
        g_pEffect->End();

        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:61,代码来源:CustomUI.cpp

示例3: lightDir

//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // Clear the render target
    float ClearColor[4] = { 0.9569f, 0.9569f, 1.0f, 0.0f };
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    // Render the result
    D3DXMATRIX mWorld;
    D3DXMATRIX mView;
    D3DXMATRIX mProj;
    D3DXMATRIX mWorldView;
    D3DXMATRIX mWorldViewProj;
    mWorld = *g_Camera.GetWorldMatrix();
    mProj = *g_Camera.GetProjMatrix();
    mView = *g_Camera.GetViewMatrix();
    mWorldView = mWorld * mView;
    mWorldViewProj = mWorldView * mProj;

    // Set variables
    g_pmWorldViewProj->SetMatrix( ( float* )&mWorldViewProj );
    g_pmWorldView->SetMatrix( ( float* )&mWorldView );
    g_pmWorld->SetMatrix( ( float* )&mWorld );
    g_pmView->SetMatrix( ( float* )&mView );
    g_pmProj->SetMatrix( ( float* )&mProj );
    g_pDiffuseTex->SetResource( g_pMeshTexRV );
    D3DXVECTOR3 lightDir( -1,1,-1 );
    D3DXVECTOR3 viewLightDir;
    D3DXVec3TransformNormal( &viewLightDir, &lightDir, &mView );
    D3DXVec3Normalize( &viewLightDir, &viewLightDir );
    g_pViewSpaceLightDir->SetFloatVector( ( float* )&viewLightDir );

    // Set Input Assembler params
    UINT stride = g_VertStride;
    UINT offset = 0;
    pd3dDevice->IASetInputLayout( g_pVertexLayout );
    pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    pd3dDevice->IASetIndexBuffer( g_pIB, DXGI_FORMAT_R32_UINT, 0 );
    pd3dDevice->IASetVertexBuffers( 0, 1, &g_pVB, &stride, &offset );

    // Render using the technique g_pRenderTextured
    D3D10_TECHNIQUE_DESC techDesc;
    g_pRenderTextured->GetDesc( &techDesc );
    for( UINT p = 0; p < techDesc.Passes; p++ )
    {
        g_pRenderTextured->GetPassByIndex( p )->Apply( 0 );
        pd3dDevice->DrawIndexed( g_NumIndices, 0, 0 );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:54,代码来源:Exercise04.cpp

示例4: OnFrameMove

//--------------------------------------------------------------------------------------
// This callback function will be called once at the beginning of every frame. This is the
// best location for your application to handle updates to the scene, but is not 
// intended to contain actual rendering calls, which should instead be placed in the 
// OnFrameRender callback.  
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
    // Update the camera's position based on user input 
    g_Camera.FrameMove( fElapsedTime );

    UpdateLightingEnvironment();

    if( g_pAnimController != NULL )
    {
        g_pAnimController->SetTrackSpeed( 0, g_SampleUI.GetSlider( IDC_ANIMATION_SPEED )->GetValue() / 1000.0f );
        g_pAnimController->AdvanceTime( fElapsedTime, NULL );
    }

    UpdateFrameMatrices( g_pFrameRoot, g_Camera.GetWorldMatrix() );
}
开发者ID:KNeal,项目名称:Oculus,代码行数:21,代码来源:LocalDeformablePRT.cpp

示例5: DrawTriangle

// Draw a simple triangle using custom shaders (g_pEffect)
void DrawTriangle(ID3D11DeviceContext* pd3dImmediateContext)
{
	XMMATRIX world = g_camera.GetWorldMatrix();
	XMMATRIX view  = g_camera.GetViewMatrix();
	XMMATRIX proj  = g_camera.GetProjMatrix();
	XMFLOAT4X4 mViewProj;
	XMStoreFloat4x4(&mViewProj, world * view * proj);
	g_pEffect->GetVariableByName("g_worldViewProj")->AsMatrix()->SetMatrix((float*)mViewProj.m);
	g_pEffect->GetTechniqueByIndex(0)->GetPassByIndex(0)->Apply(0, pd3dImmediateContext);
    
	pd3dImmediateContext->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
	pd3dImmediateContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
	pd3dImmediateContext->IASetInputLayout(nullptr);
	pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	pd3dImmediateContext->Draw(3, 0);
}
开发者ID:thatPowderGuy,项目名称:GP_Exercises,代码行数:17,代码来源:main.cpp

示例6: DrawBoundingBox

//--------------------------------------------------------------------------------------
// Draw the edges of the bounding box [-0.5;0.5]³ rotated with the cameras model tranformation.
// (Drawn as line primitives using a DirectXTK primitive batch)
//--------------------------------------------------------------------------------------
void DrawBoundingBox(ID3D11DeviceContext* pd3dImmediateContext)
{
    // Setup position/color effect
	XMMATRIX worldMatrix = g_camera.GetWorldMatrix();
	XMVECTOR red = Colors::Red, green = Colors::Green, blue = Colors::Blue;
#if (defined RIGIDBODYCOLLISIONS)
	if (!SCM.showAdditionalProperties || !SCM.showUnitBox) { return; }
	worldMatrix = XMMatrixScaling(SCM.sceneScale, SCM.sceneScale, SCM.sceneScale) * worldMatrix;
#endif
    g_pEffectPositionColor->SetWorld(worldMatrix);
    
    g_pEffectPositionColor->Apply(pd3dImmediateContext);
    pd3dImmediateContext->IASetInputLayout(g_pInputLayoutPositionColor);

    // Draw
    g_pPrimitiveBatchPositionColor->Begin();
    
    // Lines in x direction (red color)
    for (int i=0; i<4; i++)
    {
        g_pPrimitiveBatchPositionColor->DrawLine(
            VertexPositionColor(XMVectorSet(-0.5f, (float)(i%2)-0.5f, (float)(i/2)-0.5f, 1), red),
            VertexPositionColor(XMVectorSet( 0.5f, (float)(i%2)-0.5f, (float)(i/2)-0.5f, 1), red)
        );
    }

    // Lines in y direction
    for (int i=0; i<4; i++)
    {
        g_pPrimitiveBatchPositionColor->DrawLine(
            VertexPositionColor(XMVectorSet((float)(i%2)-0.5f, -0.5f, (float)(i/2)-0.5f, 1), green),
            VertexPositionColor(XMVectorSet((float)(i%2)-0.5f,  0.5f, (float)(i/2)-0.5f, 1), green)
        );
    }

    // Lines in z direction
    for (int i=0; i<4; i++)
    {
        g_pPrimitiveBatchPositionColor->DrawLine(
            VertexPositionColor(XMVectorSet((float)(i%2)-0.5f, (float)(i/2)-0.5f, -0.5f, 1), blue),
            VertexPositionColor(XMVectorSet((float)(i%2)-0.5f, (float)(i/2)-0.5f,  0.5f, 1), blue)
        );
    }

    g_pPrimitiveBatchPositionColor->End();
}
开发者ID:thatPowderGuy,项目名称:GP_Exercises,代码行数:50,代码来源:main.cpp

示例7: RenderObjects

//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                 float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }       

    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );

    // Clear the depth stencil
    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 mView = g_Camera.GetViewMatrix();
    XMMATRIX mProj = g_Camera.GetProjMatrix();

    g_BatchEffect->SetWorld( mWorld );
    g_BatchEffect->SetView( mView );
    g_BatchEffect->SetProjection( mProj );

    // Draw objects
    RenderObjects();

    // Render HUD
    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();

    static ULONGLONG timefirst = GetTickCount64();
    if ( GetTickCount64() - timefirst > 5000 )
    {    
        OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
        OutputDebugString( L"\n" );
        timefirst = GetTickCount64();
    }
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:47,代码来源:Collision.cpp

示例8: V

//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) );
        V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) );

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:capturePointer,项目名称:DllLoader,代码行数:47,代码来源:SimpleSample.cpp

示例9: RenderText

//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender(ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double /*fTime*/,
    float fElapsedTime, void* /*pUserContext*/)
{
    // 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;
    }

    // Get the projection & view matrix from the camera class
    XMMATRIX mWorld;
    XMMATRIX mView;
    XMMATRIX mProj;
    XMMATRIX mWorldViewProjection;
    mWorld = g_Camera.GetWorldMatrix();
    mView = g_Camera.GetViewMatrix();
    mProj = g_Camera.GetProjMatrix();
    mWorldViewProjection = mWorld * mView * mProj;

    // Store off original render target and depth/stencil
    ID3D11RenderTargetView* pOrigRTV = NULL;
    ID3D11DepthStencilView* pOrigDSV = NULL;
    pd3dImmediateContext->OMGetRenderTargets(1, &pOrigRTV, &pOrigDSV);

    g_OIT.Render(pd3dImmediateContext, pd3dDevice, &g_Scene, mWorldViewProjection, pOrigRTV, pOrigDSV);

    pd3dImmediateContext->OMSetRenderTargets(1, &pOrigRTV, pOrigDSV);

    // Restore original render targets, and then draw UI
    SAFE_RELEASE(pOrigRTV);
    SAFE_RELEASE(pOrigDSV);

    DXUT_BeginPerfEvent(DXUT_PERFEVENTCOLOR, L"HUD / Stats");
    g_HUD.OnRender(fElapsedTime);
    g_SampleUI.OnRender(fElapsedTime);
    RenderText();
    DXUT_EndPerfEvent();
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:42,代码来源:main.cpp

示例10: OnFrameMove

//--------------------------------------------------------------------------------------
// Handle updates to the scene.  This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // Update the camera's position based on user input 
    g_Camera.FrameMove( fElapsedTime );

    // Get the projection & view matrix from the camera class
    mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
    mProj = *g_Camera.GetProjMatrix();
    mView = *g_Camera.GetViewMatrix();

    mWorldViewProjection = mWorld * mView * mProj;

    // Update the effect's variables 
    g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection );
    g_pEffect->SetMatrix( g_hWorld, &mWorld );
    g_pEffect->SetFloat( g_hTime, ( float )fTime );
}
开发者ID:KNeal,项目名称:Oculus,代码行数:25,代码来源:CompiledEffect.cpp

示例11: V

//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr = S_OK;

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    D3DXMATRIX mWorld = *g_Camera.GetWorldMatrix();
    D3DXMATRIX mView = *g_Camera.GetViewMatrix();
    D3DXMATRIX mProj = *g_Camera.GetProjMatrix();
    D3DXMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 160, 160, 250 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        g_pEffect9->SetMatrix( g_hmWorld, &mWorld );
        g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection );
        g_pEffect9->SetTexture( g_htxDiffuse, g_pTexture9 );

        pd3dDevice->SetVertexDeclaration( g_pDecl9 );

        g_Mesh.Render( pd3dDevice, g_pEffect9, g_hRenderScene );

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:42,代码来源:DDSWithoutD3DX9.cpp

示例12: DrawAllRigidBoxes

//--------------------------------------------------------------------------------------
// Draw all boxes in the scene
//--------------------------------------------------------------------------------------
void DrawAllRigidBoxes(ID3D11DeviceContext* pd3dImmediateContext)
{
	XMMATRIX scaling = XMMatrixScaling(SCM.sceneScale, SCM.sceneScale, SCM.sceneScale);
	XMMATRIX objToWorld;
	XMMATRIX screenToObj;
	
	for (int i = SCM.sceneObjects.size() -1; i >= 0; i--)
	{
		Box* box = &SCM.sceneObjects[i];

		objToWorld = box->getObjToWorldMatrix(SCM.getStepCount());
		screenToObj = XMMatrixInverse(nullptr, objToWorld * g_camera.GetViewMatrix());
		objToWorld *= scaling * g_camera.GetWorldMatrix();
		
		// Setup position/normal/color effect
		g_pEffectPositionNormalColor->SetWorld(objToWorld);
		g_pEffectPositionNormalColor->SetEmissiveColor(Colors::Black);
		g_pEffectPositionNormalColor->SetDiffuseColor(0.8f * Colors::White);
		g_pEffectPositionNormalColor->SetSpecularColor(0.4f * Colors::White);
		g_pEffectPositionNormalColor->SetSpecularPower(1000);

		g_pEffectPositionNormalColor->Apply(pd3dImmediateContext);
		pd3dImmediateContext->IASetInputLayout(g_pInputLayoutPositionNormalColor);
	
		g_pPrimitiveBatchPositionNormalColor->Begin();
		{	
			DrawRigidBoxSolid(pd3dImmediateContext, box, objToWorld, screenToObj);
			if (SCM.enableInteraction && i == SCM.selectedBoxIndex)
			{
				DrawRigidBoxWireFrame(pd3dImmediateContext, box, objToWorld, screenToObj);
			}
			if (SCM.showMasses)
			{
			}
		}
		g_pPrimitiveBatchPositionNormalColor->End();
	}
}
开发者ID:thatPowderGuy,项目名称:GP_Exercises,代码行数:41,代码来源:main.cpp

示例13: DrawSomeRandomObjects

// Draw several objects randomly positioned in [-0.5f;0.5]³  using DirectXTK geometric primitives.
void DrawSomeRandomObjects(ID3D11DeviceContext* pd3dImmediateContext)
{
    // Setup position/normal effect (constant variables)
    g_pEffectPositionNormal->SetEmissiveColor(Colors::Black);
    g_pEffectPositionNormal->SetSpecularColor(0.4f * Colors::White);
    g_pEffectPositionNormal->SetSpecularPower(100);
      
    std::mt19937 eng;
    std::uniform_real_distribution<float> randCol( 0.0f, 1.0f);
    std::uniform_real_distribution<float> randPos(-0.5f, 0.5f);

    for (int i=0; i<g_iNumSpheres; i++)
    {
        // Setup position/normal effect (per object variables)
        g_pEffectPositionNormal->SetDiffuseColor(0.6f * XMColorHSVToRGB(XMVectorSet(randCol(eng), 1, 1, 0)));
        XMMATRIX scale    = XMMatrixScaling(g_fSphereSize, g_fSphereSize, g_fSphereSize);
        XMMATRIX trans    = XMMatrixTranslation(randPos(eng),randPos(eng),randPos(eng));
        g_pEffectPositionNormal->SetWorld(scale * trans * g_camera.GetWorldMatrix());

        // Draw
        // NOTE: The following generates one draw call per object, so performance will be bad for n>>1000 or so
        g_pSphere->Draw(g_pEffectPositionNormal, g_pInputLayoutPositionNormal);
    }
}
开发者ID:thatPowderGuy,项目名称:GP_Exercises,代码行数:25,代码来源:main.cpp

示例14: lightDir

//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // Clear the render target
    float ClearColor[4] = { 0.9569f, 0.9569f, 1.0f, 0.0f };
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    D3DXMATRIX mWorld;
    D3DXMATRIX mView;
    D3DXMATRIX mProj;
    D3DXMATRIX mWorldView;
    D3DXMATRIX mWorldViewProj;
    mWorld = *g_Camera.GetWorldMatrix();
    mProj = *g_Camera.GetProjMatrix();
    mView = *g_Camera.GetViewMatrix();
    mWorldView = mWorld * mView;
    mWorldViewProj = mWorldView * mProj;

    // Set variables
    g_pmWorldViewProj->SetMatrix( ( float* )&mWorldViewProj );
    g_pmWorldView->SetMatrix( ( float* )&mWorldView );
    g_pmWorld->SetMatrix( ( float* )&mWorld );
    g_pmProj->SetMatrix( ( float* )&mProj );
    g_pDiffuseTex->SetResource( g_pMeshTexRV );
    D3DXVECTOR3 lightDir( -1,1,-1 );
    D3DXVECTOR3 viewLightDir;
    D3DXVec3TransformNormal( &viewLightDir, &lightDir, &mView );
    D3DXVec3Normalize( &viewLightDir, &viewLightDir );
    g_pViewSpaceLightDir->SetFloatVector( ( float* )&viewLightDir );

    // Get VB and IB
    UINT offset = 0;
    UINT stride = g_Mesh.GetVertexStride( 0, 0 );
    ID3D10Buffer* pVB = g_Mesh.GetVB10( 0, 0 );
    ID3D10Buffer* pIB = g_Mesh.GetAdjIB10( 0 );

    // Set Input Assembler params
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    pd3dDevice->IASetIndexBuffer( pIB, g_Mesh.GetIBFormat10( 0 ), 0 );
    pd3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset );
    pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ );

    // Render using the technique g_pRenderTextured
    SDKMESH_SUBSET* pSubset = NULL;

    D3D10_TECHNIQUE_DESC techDesc;
    g_pRenderTextured->GetDesc( &techDesc );
    for( UINT p = 0; p < techDesc.Passes; p++ )
    {
        g_pRenderTextured->GetPassByIndex( p )->Apply( 0 );
        for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); subset++ )
        {
            pSubset = g_Mesh.GetSubset( 0, subset );

            pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount * 2, ( UINT )pSubset->IndexStart,
                                     ( UINT )pSubset->VertexStart );
        }
    }

    // Render the chess piece just for show
    // Render using the technique g_pRenderPiece
    g_pRenderPiece->GetDesc( &techDesc );
    for( UINT p = 0; p < techDesc.Passes; p++ )
    {
        g_pRenderPiece->GetPassByIndex( p )->Apply( 0 );
        for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); subset++ )
        {
            pSubset = g_Mesh.GetSubset( 0, subset );

            pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount * 2, ( UINT )pSubset->IndexStart,
                                     ( UINT )pSubset->VertexStart );
        }
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:80,代码来源:Exercise03.cpp

示例15: V

//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then
    // render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }
    
    //
    // Clear the back buffer
    //
    float ClearColor[4] = { 0.3f, 0.3f, 0.3f, 1.0f } ; // red, green, blue, alpha
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );

    //
    // Clear the depth stencil
    //
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // Get the projection & view matrix from the camera class
    mWorld = *g_Camera.GetWorldMatrix();
    mView = *g_Camera.GetViewMatrix();
    mProj = *g_Camera.GetProjMatrix();

    mWorldViewProjection = mWorld * mView * mProj;

    // Update the effect's variables. 
    V( g_pWorldViewProjection->SetMatrix( (float*)&mWorldViewProjection ) );
    V( g_pWorld->SetMatrix( (float*)&mWorld ) );
    V( g_pTime->SetFloat( (float)fTime ) );
    V( g_pCameraPosition->SetFloatVector( (float*)g_Camera.GetEyePt() ) );   

    //
    // Set the Vertex Layout
    //
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

    //
    // Render the mesh
    //
    if ( iCurSubset == -1 )
    {
        for ( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumSubsets(); ++iSubset )
        {
            RenderSubset( iSubset );
        }
    } else
    {
        RenderSubset( iCurSubset );
    }

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    RenderText();
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );    
    DXUT_EndPerfEvent();
}
开发者ID:KNeal,项目名称:Oculus,代码行数:72,代码来源:MeshFromOBJ10.cpp


注:本文中的CModelViewerCamera::GetWorldMatrix方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。