Книга: DirectX 8 Programming Tutorial

Using the data

Using the data

In our Render3D function, we use the data that we have retrieved from the keyboard and mouse to alter the scene. The Render3D function is shown below:

void CGame::Render3D() {
 //Render our 3D objects
 D3DXMATRIX matEarth, matScale, matRotate, matEarthRoll, matEarthMove;
 float rMouseSpeed = 20.0f;
 //If left mouse button is down, stop the earth from rotating
 if (m_nMouseLeft == 1) {
  m_rRotate = 0.0f;
 //If right mouse button is down, start the earth rotating at default speed
 if (m_nMouseRight == 1) {
  m_rRotate = 2.0f;
 m_rAngle += m_rRotate;
 //Create the transformation matrices
 D3DXMatrixRotationY(&matRotate, D3DXToRadian(m_rAngle));
 D3DXMatrixScaling(&matScale, m_rScale, m_rScale, m_rScale);
 D3DXMatrixRotationYawPitchRoll(&matEarthRoll, 0.0f, 0.0f, D3DXToRadian(23.44f));
 D3DXMatrixTranslation(&matEarthMove, (m_nMouseX / rMouseSpeed), –(m_nMouseY / rMouseSpeed), 0.0f);
 D3DXMatrixMultiply(&matEarth, &matScale, &matRotate);
 D3DXMatrixMultiply(&matEarth, &matEarth, &matEarthRoll);
 D3DXMatrixMultiply(&matEarth, &matEarth, &matEarthMove);
 //Render our objects
 m_pD3DDevice->SetTransform(D3DTS_WORLD, &matEarth);
 m_dwTotalPolygons += m_pSphere->Render();

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