Scaling, Rotation, and Translation
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@ -26,7 +26,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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char textureFilename[128];
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bool result;
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// Create the Direct3D object.
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m_Direct3D = new D3DClass;
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if (!m_Direct3D)
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@ -49,7 +48,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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}
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// Set the initial position of the camera.
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m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
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m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
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// Set the file name of the model.
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@ -156,7 +155,7 @@ bool ApplicationClass::Frame()
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bool ApplicationClass::Render(float rotation)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
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bool result;
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@ -170,19 +169,37 @@ bool ApplicationClass::Render(float rotation)
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Rotate the world matrix by the rotation value so that the triangle will spin.
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worldMatrix = XMMatrixRotationY(rotation);
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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// Render the first cube
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f);
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rotateMatrix = XMMatrixRotationX(rotation);
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translateMatrix = XMMatrixTranslation(-2.0f, 0.0f, 0.0f);
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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m_Light->GetDirection(), m_Light->GetDiffuseColor());
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if (!result)
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{
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return false;
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}
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// Render the second cube
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scaleMatrix = XMMatrixScaling(1.5f, 1.5f, 1.5f);
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(2.0f, 0.0f, 0.0f);
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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m_Light->GetDirection(), m_Light->GetDiffuseColor());
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if (!result)
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{
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return false;
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@ -202,4 +219,4 @@ int ApplicationClass::GetScreenWidth() const
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int ApplicationClass::GetScreenHeight() const
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{
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return GetSystemMetrics(SM_CYSCREEN);
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}
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}
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