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自学教程:C++ D3DXVec3Normalize函数代码示例

51自学网 2021-06-01 20:17:24
  C++
这篇教程C++ D3DXVec3Normalize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D3DXVec3Normalize函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXVec3Normalize函数的具体用法?C++ D3DXVec3Normalize怎么用?C++ D3DXVec3Normalize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D3DXVec3Normalize函数的29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: OnD3D10CreateDevice

//--------------------------------------------------------------------------------------// Create any D3D10 resources that aren't dependant on the back buffer//--------------------------------------------------------------------------------------HRESULT CALLBACK OnD3D10CreateDevice(ID3D10Device* pDev10, const DXGI_SURFACE_DESC *pBackBufferSurfaceDesc, void* pUserContext){	HRESULT hr;	g_pSkyBox    = new S3UTSkybox();	//g_pEnvMap    = new HDRCubeTexture;    V_RETURN(DXUTSetMediaSearchPath(L"..//Source//SoftShadows"));    V_RETURN(g_DialogResourceManager.OnD3D10CreateDevice(pDev10));    V_RETURN(g_D3DSettingsDlg.OnD3D10CreateDevice(pDev10));    V_RETURN(D3DX10CreateFont(pDev10, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10));    g_SampleUI.GetSlider(IDC_LIGHT_SIZE)->SetValue((int)(g_fFilterSize * 200.0));	g_SampleUI.GetComboBox(IDC_SHADOW_ALGORITHM)->SetSelectedByIndex(ssmap.bAccurateShadow == true ? 0 : 1);    switch( ShadowAlgorithm )    {    case    STANDARD_BP:        	g_ABP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    case    BP_MSSM_KERNEL:	        g_BPMSSMKernel.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    case    STD_VSM:	        g_StdVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    case    MIP_VSM:	        g_MipVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    case    HIR_BP:        	g_HBP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    case    BP_GI:        	g_BPGI.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    case    STD_PCSS:        	g_PCSS.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);            break;    default:            break;    }	g_NoShadow.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);	g_Final.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);	g_GBuffer.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);	g_ScrQuadRender.OnD3D10CreateDevice(g_ABP.m_pEffect,pDev10,pBackBufferSurfaceDesc,pUserContext);	ssmap.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);	g_Widget.OnD3D10CreateDevice( pDev10,pBackBufferSurfaceDesc,pUserContext );	g_Blender.OnD3D10CreateDevice( pDev10,pBackBufferSurfaceDesc,pUserContext );    V_RETURN(D3DX10CreateSprite(pDev10, 512, &g_pSprite10));	{//must be after g_ABP create a device,because they uses the members of g_ABP		static const D3D10_INPUT_ELEMENT_DESC scenemeshlayout[] =		{			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },			{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },		};		if (g_MeshLight.Create(pDev10, L"arrow.x", (D3D10_INPUT_ELEMENT_DESC*)scenemeshlayout, 3) != S_OK)		{			MessageBox(DXUTGetHWND(), L"Could not load geometry from arrow.x", L"Error", MB_OK);			exit(0);		}		D3D10_PASS_DESC PassDesc;		V_RETURN(g_NoShadow.m_pEffect->GetTechniqueByName("RenderAcc")->GetPassByIndex(0)->GetDesc(&PassDesc));		V_RETURN(pDev10->CreateInputLayout(scenemeshlayout, 3, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pMaxLayout));	}    LoadNewModel();	//V_RETURN( DXUTFindDXSDKMediaFileCch( g_EnvMapFilePath, MAX_PATH_STR, g_DefaultEnvMapName[0] ) );    //g_pEnvMap->OnCreateDevice(pDev10, g_EnvMapFilePath, DXGI_FORMAT_R8G8B8A8_UNORM);	g_pSkyBox->OnCreateDevice( pDev10 );   // g_pSkyBox->SetTexture( g_pEnvMap->m_TextureRV );	g_pFloatBufferSurfaceDesc.SampleDesc.Count   = pBackBufferSurfaceDesc->SampleDesc.Count;    g_pFloatBufferSurfaceDesc.SampleDesc.Quality = pBackBufferSurfaceDesc->SampleDesc.Quality;    D3DXVECTOR3 vTmp = D3DXVECTOR3(1, 2, 3);    D3DXVec3Normalize(&g_vLightDir, &vTmp);    SAFE_RELEASE(g_pRenderState);    D3D10_RASTERIZER_DESC RasterizerState;    RasterizerState.FillMode = D3D10_FILL_SOLID;    RasterizerState.CullMode = D3D10_CULL_FRONT;    RasterizerState.FrontCounterClockwise = true;    RasterizerState.DepthBias = false;    RasterizerState.DepthBiasClamp = 0.1;    RasterizerState.SlopeScaledDepthBias = 0;    RasterizerState.DepthClipEnable = true;    RasterizerState.ScissorEnable = false;    RasterizerState.MultisampleEnable = false;    RasterizerState.AntialiasedLineEnable = false;    V(pDev10->CreateRasterizerState(&RasterizerState, &g_pRenderState));//.........这里部分代码省略.........
开发者ID:SenichiFSeiei,项目名称:oursavsm,代码行数:101,


示例2: TrVertexFunc_TransformByModelviewAndNormalize

static void TrVertexFunc_TransformByModelviewAndNormalize( const GLfloat *vertex, float *output ){	D3DXVec3TransformCoord((D3DXVECTOR3*)output, (D3DXVECTOR3*)vertex, D3DGlobal.modelviewMatrixStack->top());	D3DXVec3Normalize((D3DXVECTOR3*)output, (D3DXVECTOR3*)output);}
开发者ID:drons,项目名称:qindie-gl,代码行数:5,


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