本文整理汇总了C++中Drawable::get3D方法的典型用法代码示例。如果您正苦于以下问题:C++ Drawable::get3D方法的具体用法?C++ Drawable::get3D怎么用?C++ Drawable::get3D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Drawable
的用法示例。
在下文中一共展示了Drawable::get3D方法的1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: getInfo
void Engine::Graphics::render(Drawable object, Camera *cam)
{
D3DXMATRIX transMat, scaleMat, rotMat, worldMat;
D3DXMatrixIdentity(&transMat);
D3DXMatrixIdentity(&scaleMat);
D3DXMatrixIdentity(&rotMat);
D3DXMatrixIdentity(&worldMat);
if(!object.get3D())
{
D3DXMatrixScaling(&scaleMat, object.getScale().x, object.getScale().y, object.getScale().z);
D3DXMatrixTranslation(&transMat, object.getTranslate().x, object.getTranslate().y, object.getTranslate().z);
D3DXMatrixRotationYawPitchRoll(&rotMat, D3DXToRadian(object.getRotate().y),D3DXToRadian(object.getRotate().x), D3DXToRadian(object.getRotate().z));
D3DXMatrixMultiply(&scaleMat, &scaleMat, &rotMat);
D3DXMatrixMultiply(&worldMat, &scaleMat, &transMat);
Engine::DX::instance()->getSprite()->SetTransform(&worldMat);
Engine::DX::instance()->getSprite()->Draw(
getTexture(object.getHandle()),
object.getIsSpriteSheet() ? &object.getRect() : 0,
object.getIsSpriteSheet() ? &dVec3(object.getWidth() * 0.5f, object.getHeight() * 0.5f, 0.0f) : &dVec3(getInfo(object.getHandle()).Width *0.5f, getInfo(object.getHandle()).Height *0.5f, 0.0f),
0,
object.getColor());
}
if(object.get3D())
{
//camera.setLookAt(object.getTranslate().x, object.getTranslate().y, object.getTranslate().z);
//camera.setProj(800,600);
D3DXMATRIX WIT;
UINT numPasses = 0;
m_Effect->Begin(&numPasses, 0);
Mesh *tempMesh = getMesh(object.getHandle());
for(UINT i = 0; i < numPasses; i++)
{
m_Effect->BeginPass(i);
D3DXMatrixScaling(&scaleMat, object.getScale().x, object.getScale().y, object.getScale().z);
D3DXMatrixTranslation(&transMat, object.getTranslate().x, object.getTranslate().y, object.getTranslate().z);
D3DXMatrixRotationYawPitchRoll(&rotMat, D3DXToRadian(object.getRotate().y),D3DXToRadian(object.getRotate().x), D3DXToRadian(object.getRotate().z));
D3DXMatrixMultiply(&scaleMat, &scaleMat, &rotMat);
D3DXMatrixMultiply(&worldMat, &scaleMat, &transMat);
D3DXMatrixInverse(&WIT, 0, &worldMat);
D3DXMatrixTranspose(&WIT, &WIT);
m_Effect->SetMatrix("worldViewProjMat", &(worldMat * cam->getView() * cam->getProjection()));
m_Effect->SetMatrix("worldInverseTransposeMat", &WIT);
m_Effect->SetMatrix("worldMat", &worldMat);
for(DWORD i = 0; i < tempMesh->getNumMaterials(); i++)
{
m_Effect->SetValue("ambientMaterial", &tempMesh->getMeshMaterial()[i].Ambient, sizeof(D3DXCOLOR));
m_Effect->SetValue("diffuseMaterial", &tempMesh->getMeshMaterial()[i].Diffuse, sizeof(D3DXCOLOR));
m_Effect->SetValue("specularMaterial", &tempMesh->getMeshMaterial()[i].Specular, sizeof(D3DXCOLOR));
m_Effect->SetFloat("specularPower", tempMesh->getMeshMaterial()[i].Power);
if(object.getHasTexture())
{
m_Effect->SetTexture("tex", tempMesh->getMeshTexture()[i]);
m_Effect->SetBool("isTex", true);
}else
m_Effect->SetBool("isTex", false);
m_Effect->CommitChanges();
tempMesh->getMesh()->DrawSubset(i);
}
m_Effect->EndPass();
//tempMesh = nullptr;
}
m_Effect->End();
}
}