Scaling + Rotation + Translation

This commit is contained in:
StratiX0 2024-03-26 11:31:04 +01:00
parent 86e06aea02
commit 3ee96cf6ec
2 changed files with 46 additions and 8 deletions

View File

@ -51,8 +51,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the initial position of the camera.
m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// Set the file name of the model.
strcpy_s(modelFilename, "sphere.obj");
@ -138,6 +138,9 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame()
{
static float rotation = 0.0f;
static float x = 2.f;
static float y = 0.f;
static float z = 0.f;
bool result;
@ -148,8 +151,17 @@ bool ApplicationClass::Frame()
rotation += 360.0f;
}
// Update the x position variable each frame.
x -= 0.0174532925f * 0.54672f;
y -= 0.0174532925f * 0.8972f;
// Update the z position variable each frame.
z -= 0.0174532925f * 0.8972f;
// Render the graphics scene.
result = Render(rotation);
result = Render(rotation, x, y, z);
if (!result)
{
return false;
@ -159,9 +171,9 @@ bool ApplicationClass::Frame()
}
bool ApplicationClass::Render(float rotation)
bool ApplicationClass::Render(float rotation, float x, float y, float z)
{
XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
XMMATRIX worldMatrix, viewMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
bool result;
@ -175,8 +187,14 @@ bool ApplicationClass::Render(float rotation)
m_Direct3D->GetWorldMatrix(worldMatrix);
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
// Rotate the world matrix by the rotation value so that the triangle will spin.
worldMatrix = XMMatrixRotationY(rotation);
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
@ -188,6 +206,26 @@ bool ApplicationClass::Render(float rotation)
{
return false;
}
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
m_Light->GetDirection(), m_Light->GetDiffuseColor());
if (!result)
{
return false;
}
// Present the rendered scene to the screen.
m_Direct3D->EndScene();

View File

@ -35,7 +35,7 @@ public:
bool Frame();
private:
bool Render(float);
bool Render(float, float, float, float);
private:
D3DClass* m_Direct3D;