public void Init() { { XMFloat3 vecEye = new XMFloat3(100.0f, 5.0f, 5.0f); XMFloat3 vecAt = new XMFloat3(0.0f, 0.0f, 0.0f); XMFloat3 vecUp = new XMFloat3(0.0f, 1.0f, 0.0f); this.ViewerCameraView = XMMatrix.LookAtLH(vecEye, vecAt, vecUp); this.ViewerCameraProjection = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, 1.0f, 0.05f, 1.0f); this.ViewerCameraNearClip = 0.05f; this.ViewerCameraFarClip = 1.0f; } { XMFloat3 vecEye = new XMFloat3(-320.0f, 300.0f, -220.3f); XMFloat3 vecAt = new XMFloat3(0.0f, 0.0f, 0.0f); XMFloat3 vecUp = new XMFloat3(0.0f, 1.0f, 0.0f); this.LightCameraWorld = XMMatrix.Identity; this.LightCameraView = XMMatrix.LookAtLH(vecEye, vecAt, vecUp); this.LightCameraProjection = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, 1.0f, 0.1f, 1000.0f); this.LightCameraEyePoint = vecEye; this.LightCameraLookAtPoint = vecAt; } this.ActiveCameraView = this.ViewerCameraView; this.ActiveCameraProjection = this.ViewerCameraProjection; this.MeshLength = 1.0f; }
public void CreateWindowSizeDependentResources() { this.scene.CreateWindowSizeDependentResources(); this.oit.CreateWindowSizeDependentResources(); this.projectionMatrix = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, (float)this.deviceResources.BackBufferWidth / (float)this.deviceResources.BackBufferHeight, 0.1f, 5000.0f); }
public void CreateWindowSizeDependentResources() { // Setup the camera's projection parameters float fAspectRatio = (float)this.deviceResources.BackBufferWidth / (float)this.deviceResources.BackBufferHeight; this.projectionMatrix = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, fAspectRatio, 0.1f, 1000.0f); }
public void CreateWindowSizeDependentResources() { float fAspectRatio = (float)this.deviceResources.BackBufferWidth / (float)this.deviceResources.BackBufferHeight; this.ProjectionMatrix = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, fAspectRatio, 0.5f, 100.0f); this.LightProjectionMatrix = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, fAspectRatio, 10.0f, 100.0f); }
public void CreateWindowSizeDependentResources() { this.projectionMatrix = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, (float)this.deviceResources.BackBufferWidth / (float)this.deviceResources.BackBufferHeight, 0.01f, 100.0f); ConstantBufferChangesOnResizeData cbChangesOnResize; cbChangesOnResize.Projection = this.projectionMatrix.Transpose(); this.deviceResources.D3DContext.UpdateSubresource(this.constantBufferChangesOnResize, 0, null, cbChangesOnResize, 0, 0); }
public void CreateWindowSizeDependentResources() { float fAspectRatio = (float)this.deviceResources.BackBufferWidth / this.deviceResources.BackBufferHeight; this.Settings.ViewerCameraProjection = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, fAspectRatio, 0.05f, this.Settings.MeshLength); this.Settings.ViewerCameraNearClip = 0.05f; this.Settings.ViewerCameraFarClip = this.Settings.MeshLength; this.Settings.ActiveCameraProjection = this.Settings.ViewerCameraProjection; }
public virtual void SetProjParams(float fFOV, float fAspect, float fNearPlane, float fFarPlane) { // Set attributes for the projection matrix m_fFOV = fFOV; m_fAspect = fAspect; m_fNearPlane = fNearPlane; m_fFarPlane = fFarPlane; XMMatrix mProj = XMMatrix.PerspectiveFovLH(fFOV, fAspect, fNearPlane, fFarPlane); m_mProj = mProj; }
public void CreateWindowSizeDependentResources() { this.tessellator.CreateWindowSizeDependentResources(); XMMatrix mWorld = XMMatrix.Identity; XMFloat3 vecEye = new XMFloat3(0.0f, 0.0f, -300.0f); XMFloat3 vecAt = new XMFloat3(10.0f, 20.0f, 0.0f); XMFloat3 vecUp = new XMFloat3(0.0f, 1.0f, 0.0f); XMMatrix mView = XMMatrix.LookAtLH(vecEye, vecAt, vecUp); float fAspectRatio = (float)this.deviceResources.BackBufferWidth / (float)this.deviceResources.BackBufferHeight; XMMatrix mProj = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, fAspectRatio, 1.0f, 500000.0f); XMMatrix mWorldViewProjection = mWorld * mView * mProj; this.WorldViewProjectionMatrix = mWorldViewProjection; }
private void InitializeObjects() { // Set up the primary frustum object from a D3D projection matrix // NOTE: This can also be done on your camera's projection matrix. The projection // matrix built here is somewhat contrived so it renders well. XMMatrix xmProj = XMMatrix.PerspectiveFovLH(XMMath.PIDivFour, 1.77778f, 0.5f, 10.0f); this.primaryFrustum = BoundingFrustum.CreateFromMatrix(xmProj); this.primaryFrustum.Origin = new XMFloat3(this.primaryFrustum.Origin.X, this.primaryFrustum.Origin.Y, -7.0f); this.cameraOrigins[0] = new XMVector(0, 0, 0, 0); // Set up the primary axis aligned box this.primaryAABox.Center = new XMFloat3(CameraSpacing, 0, 0); this.primaryAABox.Extents = new XMFloat3(5, 5, 5); this.cameraOrigins[1] = new XMVector(CameraSpacing, 0, 0, 0); // Set up the primary oriented box with some rotation this.primaryOrientedBox.Center = new XMFloat3(-CameraSpacing, 0, 0); this.primaryOrientedBox.Extents = new XMFloat3(5, 5, 5); this.primaryOrientedBox.Orientation = XMQuaternion.RotationRollPitchYaw(XMMath.PIDivFour, XMMath.PIDivFour, 0); this.cameraOrigins[2] = new XMVector(-CameraSpacing, 0, 0, 0); // Set up the primary ray this.primaryRay.Origin = new XMVector(0, 0, CameraSpacing, 0); this.primaryRay.Direction = new XMVector(0, 0, 1, 0); this.cameraOrigins[3] = new XMVector(0, 0, CameraSpacing, 0); // Initialize all of the secondary objects with default values for (int i = 0; i < GroupCount; i++) { this.secondarySpheres[i].Sphere = new BoundingSphere(new XMFloat3(0, 0, 0), 1.0f); this.secondarySpheres[i].Collision = ContainmentType.Disjoint; this.secondaryOrientedBoxes[i].Box = new BoundingOrientedBox(new XMFloat3(0, 0, 0), new XMFloat3(0.5f, 0.5f, 0.5f), new XMFloat4(0, 0, 0, 1)); this.secondaryOrientedBoxes[i].Collision = ContainmentType.Disjoint; this.secondaryAABoxes[i].Box = new BoundingBox(new XMFloat3(0, 0, 0), new XMFloat3(0.5f, 0.5f, 0.5f)); this.secondaryAABoxes[i].Collision = ContainmentType.Disjoint; this.secondaryTriangles[i].PointA = XMVector.Zero; this.secondaryTriangles[i].PointB = XMVector.Zero; this.secondaryTriangles[i].PointC = XMVector.Zero; this.secondaryTriangles[i].Collision = ContainmentType.Disjoint; } // Set up ray hit result box this.rayHitResultBox.Box = new BoundingBox(new XMFloat3(0, 0, 0), new XMFloat3(0.05f, 0.05f, 0.05f)); }
public void CreateWindowSizeDependentResources() { this.projectionMatrix = XMMatrix.PerspectiveFovLH(XMMath.PIDivTwo, (float)this.deviceResources.BackBufferWidth / (float)this.deviceResources.BackBufferHeight, 0.01f, 100.0f); }