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0008:
0009: #ifndef _DRAW_H
0010: #define _DRAW_H
0011:
0012: #include <d3d8.h>
0013: #include <d3dx8.h>
0014:
0015:
0016: HRESULT InitRender(LPDIRECT3DDEVICE8 lpD3DDEV);
0017: void Render(LPDIRECT3DDEVICE8 lpD3DDEV);
0018: void CleanRender(LPDIRECT3DDEVICE8 lpD3DDEV);
0019:
0020:
0021:
0022:
0023: class CMyView{
0024: D3DXMATRIX m_mView;
0025: D3DXVECTOR4 m_eye;
0026: D3DXVECTOR4 m_lookAt;
0027: D3DXVECTOR4 m_up;
0028:
0029: void Calc(){D3DXMatrixLookAtLH(&m_mView,(D3DXVECTOR3*)&m_eye,(D3DXVECTOR3*)&m_lookAt,(D3DXVECTOR3*)&m_up);}
0030: public:
0031: CMyView(){Init();}
0032: void Init(){m_eye.x = 0.0f; m_eye.y = 0.0f; m_eye.z =-2.5f; m_eye.w = 1.0f;
0033: m_lookAt.x = 0.0f; m_lookAt.y = 0.0f; m_lookAt.z = 0.0f; m_lookAt.w = 1.0f;
0034: m_up.x = 0.0f; m_up.y = 1.0f; m_up.z = 0.0f; m_up.w = 1.0f;
0035: this->Calc();}
0036: void SetEye (D3DXVECTOR4 eye){m_eye = eye;this->Calc();}
0037: void SetLookAt(D3DXVECTOR4 lookAt){m_lookAt=lookAt;this->Calc();}
0038: void SetUp (D3DXVECTOR4 up){m_up = up;this->Calc();}
0039: D3DXVECTOR4 GetEye() {return m_eye;}
0040: D3DXVECTOR4 GetLookAt(){return m_lookAt;}
0041: D3DXVECTOR4 GetUp() {return m_up;}
0042: D3DXMATRIX Get(){return m_mView;}
0043: };
0044: extern CMyView view;
0045:
0046:
0047: #endif
0048: