0001: // ----------------------------------------------------------------------------
0002: //
0003: // draw.h - Rendering
0004: //
0005: // Copyright (c) 2002 IMAGIRE Takashi (imagire@gmail.com)
0006: // All Rights Reserved.
0007: //
0008: // ----------------------------------------------------------------------------
0009: #ifndef _DRAW_H
0010: #define _DRAW_H
0011:
0012: #include <d3d8.h>
0013: #include <d3dx8.h>
0014:
0015: HRESULT InitRender(LPDIRECT3DDEVICE8 lpD3DDEV);
0016: void Render(LPDIRECT3DDEVICE8 lpD3DDEV);
0017: void CleanRender(LPDIRECT3DDEVICE8 lpD3DDEV);
0018:
0019: // ----------------------------------------------------------------------------
0020: // Management of the camera
0021: // ----------------------------------------------------------------------------
0022: class CMyView{
0023: D3DXMATRIX m_mView; // View matrix
0024: D3DXVECTOR4 m_eye; // camera position
0025: D3DXVECTOR4 m_lookAt; // camera look at
0026: D3DXVECTOR4 m_up; // up direction
0027:
0028: void Calc(){D3DXMatrixLookAtLH(&m_mView,(D3DXVECTOR3*)&m_eye,(D3DXVECTOR3*)&m_lookAt,(D3DXVECTOR3*)&m_up);}
0029: public:
0030: CMyView(){Init();}
0031: void Init(){m_eye.x = 0.0f; m_eye.y = 1.0f; m_eye.z = 2.5f; m_eye.w = 1.0f;
0032: m_lookAt.x = 0.0f; m_lookAt.y = 0.5f; m_lookAt.z = 0.0f; m_lookAt.w = 1.0f;
0033: m_up.x = 0.0f; m_up.y = 1.0f; m_up.z = 0.0f; m_up.w = 1.0f;
0034: this->Calc();}
0035: void SetEye (const D3DXVECTOR4 eye){m_eye = eye;this->Calc();}
0036: void SetLookAt(const D3DXVECTOR4 lookAt){m_lookAt=lookAt;this->Calc();}
0037: void SetUp (const D3DXVECTOR4 up){m_up = up;this->Calc();}
0038: const D3DXVECTOR4 &GetEye() const {return m_eye;}
0039: const D3DXVECTOR4 &GetLookAt() const {return m_lookAt;}
0040: const D3DXVECTOR4 &GetUp() const {return m_up;}
0041: const D3DXMATRIX &Get() const {return m_mView;}
0042: };
0043:
0044: #endif /* !_DRAW_H */
0045: