Scaling + Rotation + Translation
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86e06aea02
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@ -51,8 +51,8 @@ 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->SetRotation(0.0f, 0.0f, 10.0f);
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m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Set the file name of the model.
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strcpy_s(modelFilename, "sphere.obj");
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@ -138,6 +138,9 @@ void ApplicationClass::Shutdown()
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bool ApplicationClass::Frame()
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{
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static float rotation = 0.0f;
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static float x = 2.f;
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static float y = 0.f;
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static float z = 0.f;
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bool result;
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@ -148,8 +151,17 @@ bool ApplicationClass::Frame()
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rotation += 360.0f;
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}
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// Update the x position variable each frame.
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x -= 0.0174532925f * 0.54672f;
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y -= 0.0174532925f * 0.8972f;
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// Update the z position variable each frame.
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z -= 0.0174532925f * 0.8972f;
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// Render the graphics scene.
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result = Render(rotation);
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result = Render(rotation, x, y, z);
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if (!result)
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{
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return false;
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@ -159,9 +171,9 @@ bool ApplicationClass::Frame()
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}
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bool ApplicationClass::Render(float rotation)
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bool ApplicationClass::Render(float rotation, float x, float y, float z)
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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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@ -175,8 +187,14 @@ 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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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
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// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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@ -188,6 +206,26 @@ bool ApplicationClass::Render(float rotation)
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{
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return false;
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}
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scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
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// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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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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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@ -35,7 +35,7 @@ public:
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bool Frame();
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private:
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bool Render(float);
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bool Render(float, float, float, float);
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private:
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D3DClass* m_Direct3D;
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