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c++ - 如何在 DirectX 9 中将 XMMATRIX 转换为 D3DMATRIX?

转载 作者:太空宇宙 更新时间:2023-11-04 11:53:17 25 4
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我从 www.directxtutorial.com 学习 DirectX (DirectX 9),并在 Windows 8 中使用 visual studio 2012。d3dx9 (d3dx) 替换为其他 header ,如 DirectXMath,因此我替换了所有需要的,但有一个问题 - 将 XMMATRIX 转换为 D3DMATRIX。

问题代码(写的问题-/问题!/):

void render_frame(void) {
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

d3ddev->BeginScene(); // begins the 3D scene

// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

// SET UP THE PIPELINE

DirectX::XMMATRIX matRotateY; // a matrix to store the rotation information

static float index = 0.0f; index+=0.05f; // an ever-increasing float value

// build a matrix to rotate the model based on the increasing float value
matRotateY = DirectX::XMMatrixRotationY(index);

D3DMATRIX D3DMatRotateY = matRotateY.r;

// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY); /*problem!*/

DirectX::XMMATRIX matView; // the view transform matrix

DirectX::XMVECTOR CameraPosition = {0.0f,0.0f,10.0f};
DirectX::XMVECTOR LookAtPosition = {0.0f,0.0f,0.0f};
DirectX::XMVECTOR TheUpDirection = {0.0f,1.0f,0.0f};

matView = DirectX::XMMatrixLookAtLH(CameraPosition, // the camera position
LookAtPosition, // the look-at position
TheUpDirection); // the up direction

d3ddev->SetTransform(D3DTS_VIEW, &matView); /*problem!*/ // set the view transform to matView

DirectX::XMMATRIX matProjection; // the projection transform matrix

DirectX::XMMatrixPerspectiveFovLH(&matProjection,
DirectX::XMConvertToRadians(45), // the horizontal field of view
1.0f, // the near view-plane
100.0f); // the far view-plane

d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); /*problem!*/ // set the projection

// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));

// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

d3ddev->EndScene(); // ends the 3D scene

d3ddev->Present(NULL, NULL, NULL, NULL); /* displays the created frame on the screen */ }

最佳答案

您可以使用 XMStoreFloat4x4XMMATRIX 转换为 XMFLOAT4X4 .

您应该能够通过转换将 XMFLOAT4X4 传递给 setTransform。

DirectX::XMMATRIX matProjection;   
DirectX::XMFLOAT4X4 projectionMatrix;
DirectX::XMMatrixPerspectiveFovLH(&matProjection,DirectX::XMConvertToRadians(45),1.0f,100.0f);
XMStoreFloat4x4(&projectionMatrix, matProjection);
d3ddev->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&projectionMatrix);  /*problem!*/   // set the projection

关于c++ - 如何在 DirectX 9 中将 XMMATRIX 转换为 D3DMATRIX?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17173925/

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