add world matrix

add view matrix
add projection matrix
This commit is contained in:
2025-09-17 16:08:23 +02:00
parent e5451c10fc
commit 53cf8b96a3
4 changed files with 38 additions and 3 deletions
+24 -1
View File
@@ -1,12 +1,35 @@
#include "Camera.h"
#include <DirectXMath.h>
using namespace DirectX;
UINT Camera::init(UINT width, UINT height)
{
// view matrix
XMVECTOR position = XMVectorSet(0.0f, 0.0f, -2.0f, 0.0f); // camera position
XMVECTOR forward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); // camera forward vector
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); // camera up vector
XMMATRIX viewMatrix = XMMatrixLookToLH(position, forward, up);
XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_viewMatrix), viewMatrix);
// projection matrix
FLOAT fov = XM_PI * 0.3333333f; // field of view
FLOAT aspectRatio = static_cast<FLOAT>(width) / static_cast<FLOAT>(height); // CAUTION: UINT / UINT => UINT
FLOAT nearClippingPlane = 0.3f;
FLOAT farClippingPlane = 100.0f;
XMMATRIX projectionMatrix = XMMatrixPerspectiveFovLH(fov, aspectRatio, nearClippingPlane, farClippingPlane);
XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_projectionMatrix), projectionMatrix);
return 0;
}
void Camera::update(FLOAT dt)
void Camera::update(FLOAT dt, IDirect3DDevice9* pD3DDevice)
{
pD3DDevice->SetTransform(D3DTS_VIEW, &_viewMatrix);
pD3DDevice->SetTransform(D3DTS_PROJECTION, &_projectionMatrix);
}
void Camera::deInit()