protected void RenderScene() { // update view variables xAxisRotation.Angle = XAxisSlider.Value; yAxisRotation.Angle = -YAxisSlider.Value; zAxisRotation.Angle = ZAxisSlider.Value; modelZoom.ScaleX = ZoomSlider.Value / 2; modelZoom.ScaleY = ZoomSlider.Value / 2; modelZoom.ScaleZ = ZoomSlider.Value / 2; // update view meshManager.SetViewAndProjection( camera.ToViewLH().ToMatrix4x4F(), camera.ToPerspectiveLH(renderHost.ActualWidth / renderHost.ActualHeight).ToMatrix4x4F()); // clear render target device.ClearRenderTargetView(renderTargetView, backgroundColor); // Clear the depth buffer to 1.0 (max depth) device.ClearDepthStencilView(depthStencilView, ClearOptions.Depth, 1.0f, (byte)0); // render mesh mesh.LightIntensity = 2.5f; mesh.Render(modelTransformGroup.Value); // present back buffer swapChain.Present(1, PresentOptions.None); }
private void InitMatrices() { // Initialize the view matrix Vector3F Eye = new Vector3F(0.0f, 1.0f, -5.0f); Vector3F At = new Vector3F(0.0f, 0.0f, 0.0f); Vector3F Up = new Vector3F(0.0f, 1.0f, 0.0f); Matrix4x4F viewMatrix; Matrix4x4F projectionMatrix; viewMatrix = DXUtil.Camera.MatrixLookAtLH(Eye, At, Up); // Initialize the projection matrix projectionMatrix = DXUtil.Camera.MatrixPerspectiveFovLH((float)Math.PI * 0.25f, ((float)host.ActualWidth / (float)host.ActualHeight), 0.5f, 1000.0f); meshManager.SetViewAndProjection(viewMatrix, projectionMatrix); }
private void InitMatrices() { // Initialize the view matrix Vector3F Eye = new Vector3F(0.0f, 3.0f, -15.0f); Vector3F At = new Vector3F(0.0f, 0.0f, 0.0f); Vector3F Up = new Vector3F(0.0f, 1.0f, 0.0f); Matrix4x4F viewMatrix; Matrix4x4F projectionMatrix; viewMatrix = dxUtil.Camera.MatrixLookAtLH(Eye, At, Up); // Initialize the projection matrix projectionMatrix = dxUtil.Camera.MatrixPerspectiveFovLH( (float)Math.PI * 0.25f, (float)directControl.ClientSize.Width / (float)directControl.ClientSize.Height, 0.5f, 1000.0f); meshManager.SetViewAndProjection(viewMatrix, projectionMatrix); }