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自学教程:C++ D3DXMatrixPerspectiveFovLH函数代码示例

51自学网 2021-06-01 20:17:12
  C++
这篇教程C++ D3DXMatrixPerspectiveFovLH函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中D3DXMatrixPerspectiveFovLH函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXMatrixPerspectiveFovLH函数的具体用法?C++ D3DXMatrixPerspectiveFovLH怎么用?C++ D3DXMatrixPerspectiveFovLH使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了D3DXMatrixPerspectiveFovLH函数的30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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: D3DXVECTOR3

Camera::Camera(HWND g_hWnd, GraphicsEngineParams params){	this->forceBoundries = false;	this->g_hWnd = g_hWnd;	this->params = params;	this->pos = D3DXVECTOR3(0, 0, 0);	this->terrain = NULL;	this->followTarget = NULL;	this->moveOnlyInXZ = false;	this->angleX = 0;	this->angleY = 0;		this->speed = 1.0f;	this->sensitivity = 1.0f;	this->updateCamera = true;	this->activeWindowDisabling = true;	D3DXMatrixPerspectiveFovLH(&this->projection, (float)D3DX_PI * this->params.FOV, this->params.windowWidth / (float)this->params.windowHeight, this->params.NearClip, this->params.FarClip);}
开发者ID:Edaenge,项目名称:NDYGFX,代码行数:20,


示例2: D3DXMatrixIdentity

void DXCamera::Init(){	// world	D3DXMatrixIdentity( &_world );	// view	_eyeVec = D3DXVECTOR3( 0.0f, 50, -70 ); // camera position	_lookVec = D3DXVECTOR3( 0.0f, 30.0f, 0.0f ); // look at point	_upVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );	D3DXMatrixLookAtLH( &_view, &_eyeVec, &_lookVec, &_upVec );	// projection	D3DXMatrixPerspectiveFovLH( &_proj, FOV, 1.0f, NEAR_PLANE, FAR_PLANE );	// transform camera	D3D9_DEVICE->SetTransform( D3DTS_WORLD, &_world );	D3D9_DEVICE->SetTransform( D3DTS_VIEW, &_view );	D3D9_DEVICE->SetTransform( D3DTS_PROJECTION, &_proj );}
开发者ID:popoory67,项目名称:NinetailEngine,代码行数:20,


示例3: SetupMatrix

VOID SetupMatrix(){	// Translate so the center of the box is the coordinate system origin.	D3DXMATRIXA16 matWorld ;	D3DXMatrixTranslation( &matWorld, -0.5f, -0.5f, 0.5f) ;	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );	// Set up view matrix	D3DXVECTOR3 vEyePt( 0.0f, 3.0f, -5.0f );			D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );		D3DXVECTOR3 vUpVec( 0.0f, 3.0f, 0.0f );		D3DXMATRIXA16 matView;	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );	// Set up perspective matrix	D3DXMATRIXA16 matProj;	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f );	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );}
开发者ID:Clearlove1992,项目名称:GraphicsDemos,代码行数:20,


示例4: SetMatrices

//-----------------------------------------------------------------------------// Desc: 设置变换矩阵//-----------------------------------------------------------------------------VOID SetMatrices(){	//建立并设置世界矩阵	D3DXMATRIX matWorld;	D3DXMatrixIdentity( &matWorld );	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );	//建立并设置观察矩阵	D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );	D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );	D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );	D3DXMATRIX matView;	D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );	//建立并设置投影矩阵	D3DXMATRIX matProj;	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );}
开发者ID:chenbk85,项目名称:3dlearn,代码行数:23,


示例5: D3DXMatrixPerspectiveFovLH

BOOL jcd3d::jcd3d_setProjectionPerspectiveTransform(LPDIRECT3DDEVICE9 lpd3dd, INT windowWidth, INT windowHeight){	if(lpd3dd == NULL)	{		return NULL;	}	else	{		D3DXMATRIX out;		D3DXMatrixPerspectiveFovLH(&out, D3DX_PI * 0.5f, (FLOAT)windowWidth / (FLOAT)windowHeight, 1.0f, 1000.0f);		if(FAILED(lpd3dd->SetTransform(D3DTS_PROJECTION, &out)))		{			return FALSE;		}		else		{			return TRUE;		}	}}
开发者ID:chengkehan,项目名称:lab,代码行数:20,


示例6: D3DXMatrixLookAtLH

//------------------------------------------------------------------// Storm3D_Camera::ApplyMirrored//------------------------------------------------------------------void Storm3D_Camera::ApplyMirrored(){	// Create View matrix    D3DXMatrixLookAtLH(&mv,(D3DXVECTOR3*)&position,		(D3DXVECTOR3*)&target,(D3DXVECTOR3*)&upvec);    	Storm3D2->GetD3DDevice()->SetTransform(D3DTS_VIEW,&mv);	// Calc aspect!	Storm3D_SurfaceInfo ss=Storm3D2->GetScreenSize();	float aspect=(float)ss.width/(float)ss.height;	// Create Projection matrix    D3DXMATRIX matProj;    //D3DXMatrixPerspectiveFovLH(&matProj,fov,-aspect,1.0f,vis_range);    D3DXMatrixPerspectiveFovLH(&matProj,fov,-aspect,znear,vis_range);	Storm3D2->GetD3DDevice()->SetTransform(D3DTS_PROJECTION,&matProj);	// Multiply matrices to get VP (view-projection) matrix	vp=mv*matProj;}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:23,


示例7: InitMatrix

/**----------------------------------------------------------------------------- * 
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