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鍦―irectX涓紝鎶婅鍙g殑楂樹綔涓?D涓栫晫閲岄潰鐨勯暱搴︼細2.0f鏉ヤ嬌鐢ㄧ殑錛屼竴涓鐐硅瀵熶笘鐣岀殑瑙嗛噹鑼冨洿鍦╕杞翠笂鏃犺浠涔堟儏鍐典笅閮芥槸 -1.0f鍒?.0f錛堣繖涓鐐瑰湪鍚庨潰鏉ヨ瘉鏄庯級銆傛妸瑙嗗彛鐨勯珮浣滀負y杞達紝欏剁鍧愭爣涓猴紙x錛?錛夛紝搴曠鍧愭爣涓猴紙x錛?1錛夈?/p>
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鍙樻崲鐨勮繃紼嬪氨鏄妸鐐圭殑鍚戦噺涔樹互鍙樻崲鐭╅樀錛屽彲浠ュ緱鍒拌繖涓偣鍦ㄦ柊鍧愭爣緋葷殑瀵瑰簲鍚戦噺錛屽湪鎶曞獎鍙樻崲鐭╅樀涓璟杞寸殑鍊艱惤鍦?~1涔嬪唴錛屼篃灝辨槸璇?D涓栫晫閲屾墍鏈夌殑鐐歸兘浼氳鎶曞獎鍒頒互涓婃弿榪扮殑灝忕洅瀛愪腑銆?/p>
鎴戜滑鐢ㄥ嚱鏁癉3DXMatrixPerspectiveFovLH鏉ヨ幏寰楄“鎶曞獎鍙樻崲”鐭╅樀銆?/p>
D3DXMATRIX * D3DXMatrixPerspectiveFovLH( D3DXMATRIX * pOut , FLOAT fovy , FLOAT Aspect , FLOAT zn , FLOAT zf ); 鍏朵腑鍙傛暟fovy涓簓杞翠笂鐨勮瑙掞紝Aspect涓洪珮瀹芥瘮錛寊n涓鴻繎瑁侀潰錛寊f涓鴻繙瑁侀潰銆?/p>
Y杞寸殑瑙嗚錛氬湪DirectX鐨勫府鍔╂枃妗d腑鎻忚堪fovy涓篺iled of view in y direction銆?/p>
楂樺姣旓細涓鑸敤浜庡叏灞忔樉紺猴紝濡傛灉鎴戜滑瑕佽3D涓栫晫鍏呮弧鏁翠釜紿楀彛錛屽氨蹇呴』璁╅珮瀹芥瘮絳変簬紿楀彛鐨勯珮瀹芥瘮錛屼緥濡傝鎴戜滑鐨勭獥鍙f甯告樉紺?#8221;鏍囧噯瑙嗛噹”[2X2
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鍑嗚閲庯紝鏉ラ傚簲鎴戜滑鐨勭獥鍙eぇ灝忥紝Aspect灝辨槸榪欎釜浣滅敤錛屾湁涓鐐歸渶瑕佽鏄庣殑Aspect涓嶇瓑浜?錛屼笉浠h〃鏍囧噯瑙嗛噹灝變笉鏄紙1錛?錛夛紝錛?1錛?錛夛紝
錛?1錛?1錛夛紝錛?錛?1錛夛紝濡傛灉Aspect = 0.5
鏍囧噯瑙嗛噹涔熻繕鏄紙1錛?錛夛紝錛?1錛?錛夛紝錛?1錛?1錛夛紝錛?錛?1錛夛紝鍙笉榪噚杞翠笂鐨勫崟浣嶉暱搴︾殑鍍忕礌鍊?鏄?y杞翠笂鍗曚綅闀垮害鐨勫儚绱犲肩殑2鍊嶃?/p>
瑁侀潰鐨勪綔鐢? 鍦╖杞存柟鍚戜笂錛屼笉鏄劇ずz鍧愭爣灝忎簬zn鐨勬垨鑰呭ぇ浜?zf鐨勭偣銆?/p>
褰揻ovy涓?鐨勬椂鍊欏憿錛岃閲庡氨涓?錛屽氨鏄浠涔堥兘鐪嬩笉鍒幫紝紿楀彛涓樉紺虹殑灝辨槸搴曡壊銆?/p>
褰揻ovy鍙樺ぇ鑷?80°鐨勬椂鍊欏憿錛熻閲庣殑鑼冨洿涓鴻綰垮す瑙掍笂鐨勫瀭鐩翠簬Z杞寸殑涓旇繃鐐癸紙0錛?錛?錛夌殑榪炵嚎銆傚綋瑙嗙嚎澶硅鍙樺ぇ瑙嗛噹鑼冨洿涔熷彉澶э紝澶硅瓚嬭繎浜?80°鐨勬椂鍊欒閲庤寖鍥磋秼榪戜簬鏃犵┓澶э紝瑕佹樉紺虹殑闈㈢浉瀵逛簬瑙嗛噹鑼冨洿灝辨槸0錛屼篃灝辨槸璇寸緝灝忓埌鏈灝忓氨鏄?.鎵浠ユ垜浠湪璁懼畾fovy鐨勫間負180°鐨勬椂鍊欎篃鏄粈涔堥兘鐪嬩笉瑙侊紝涓哄簳鑹層?/p>
閭eぇ浜?80°鐨勬儏鍐靛憿錛熷湪鎴戜滑鐨勮閲庣悊璁轟笂鏄笉瀛樺湪榪欑鎯呭喌鐨勶紝褰撹瑙掑ぇ浜?80°鏃訛紝瑙嗚浜嶼杞村瀭鐩寸殑榪炵嚎鏄笉浼氳繃鐐癸紙0錛?錛?錛夌殑銆備絾鏄嚱鏁版斁鍦ㄦ垜浠潰鍓嶏紝鎴戜滑鏄彲浠ヨ緭鍏ュぇ浜?80°鐨勬暟鍊鹼紝緇撴灉浼氬浣曞憿錛?/p>
闈炲父紲炲鐨勪簨鎯呭彂鐢熶簡錛屾垜浠殑鍥句互鍘熺偣涓轟腑蹇冩棆杞簡180°錛佽繖鏄棤娉曠敤鎴戜滑鐨勮閲庣悊璁烘潵瑙i噴鐨?鍥犱負180°鐨勮閲庤寖鍥村氨宸茬粡鏄釜鏋侀檺浜嗭紝“瓚呰秺鏋侀檺”鏄彧鑳藉湪騫垮憡涓嚭鐜扮殑璇嶆眹錛堝鏋滆兘瓚呰秺錛岄偅灝變笉鍙瀬闄愪簡錛歅錛夈?/p>
鍦∕SDN鐨勬枃妗d腑鏈夎繖鏍蜂竴涓暟瀛﹀叕寮忥細y-scale = cot錛坒ovy/2錛?/p>
榪欎笅灝辨槑鐧戒簡錛屽綋鎴戜滑杈撳叆澶т簬180°鐨勬椂鍊檆ot鐨勫間負璐熸暟銆傝寈-scale = y-scale/ Aspect銆? 涔熷氨鏄錛屼竴涓?D涓栫晫鐨勭偣錛屽湪瑙嗛噹澶т簬180°鐨勪綔鐢ㄤ笅錛屽畠鐨勬斁澶?緙╁皬鍊嶆暟涓嶅彉錛屼絾鏄渶瑕佸X杞村仛涓嬈″縐板彉鎹紝榪樿瀵筜杞村仛涓嬈″縐板彉鎹€傜浉褰撲簬瀵瑰師鐐瑰仛涓嬈″縐板彉鎹€?/p>
鎷垮埌榪欎釜鍏紡錛屾垜浠氨鍙互瀵瑰墠闈㈢殑鏍囧噯鍋氫竴涓瘉鏄庯細 褰揻ovy涓?0° Aspect = 1鐨勬椂鍊欙紝灝辨槸璇磞-scale = cot錛?5°錛?= 1 x-scale = 1錛岃繖鏃秠鍜寈鐨勭緝鏀炬瘮閮戒負1錛屾病鏈夌緝鏀俱傛垜浠樉紺鴻繖鏍蜂竴涓潰 {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, { 1.0f,-1.0f, 0.0f} 鎴戜滑浼氬彂鐜版棤璁烘庝箞鏀瑰彉紿楀彛鐨勯珮搴︼紝榪欎釜鐢婚潰鐨刌杞存柟鍚戜笂閮戒細鍏呮弧鏁翠釜瑙嗗彛銆傦紙濡傛灉鎴戜滑鎶婅鍙g殑楂樺害鍜屽搴﹁緗垚涓鏍風殑錛屽湪X杞翠笂涔熶細鍏呮弧鏁翠釜瑙嗗彛錛夋墍浠irectX浼氫互瑙嗗彛鐨勯珮搴︾殑浜屽垎涔嬩竴浣滀負Y杞寸殑鍗曚綅闀垮害銆?/p>
RenderState(D3DRS_LIGHTING, TRUE);
濡傛灉紱佺敤鐏厜錛岄偅涔堜換浣曠殑鏉愯川璁劇疆閮戒笉浼氭湁鏁堟灉銆?
鍏充簬榪欎袱鍙ヤ唬鐮?緙栧彿涓?鍜?)錛屽張鏈夊嚑縐嶆儏鍐?
1)1涓篎ALSE鏃訛紝鍚敤2錛岄偅涔堜細鑾峰緱涓涓幆澧冨厜鐓ф槑錛屾鏃惰緗潗璐ㄦ棤鏁?娓叉煋瀵硅薄涓虹櫧鑹?錛岀汗鐞嗗彲浠ユ甯告樉紺?濡傛灉鏈夌汗鐞?銆?br /> 2)1涓篢RUE鏃訛紝鍚敤2錛屾潗璐ㄨ緗湁鏁堬紝浼氬獎鍝嶆覆鏌撶粨鏋滐紝綰圭悊鍙互姝e父鏄劇ず銆?br /> 3)1涓篎ALSE鏃訛紝紱佺敤2錛屾潗璐ㄨ緗け鏁堬紝綰圭悊鍙互姝e父鏄劇ず銆?br /> 4)1涓篢RUE鏃訛紝紱佺敤2錛屾潗璐ㄨ緗け鏁堬紝綰圭悊鏃犳硶鏄劇ず(娓叉煋瀵硅薄涓洪粦鑹?銆?br />
P.S.浠ヤ笂鎵璇寸殑鏉愯川鎸囩殑鏄疍3DMATERIAL9錛屼笉鍖呮嫭欏剁偣鑹層傚甫鏈夐《鐐硅壊鏃訛紝1涓篢RUE鏃舵覆鏌撲負榛戣壊錛孎ALSE鏃朵負姝e父錛屽拰2鐨勭姸鎬佹棤鍏熾?br />
緇撹錛氬綋寮鍚厜鐓ф椂錛屽繀欏繪寚瀹氫竴縐嶅厜婧愭墠鑳戒嬌娓叉煋瀵硅薄姝g‘緇樺埗(娓叉煋鐘舵佽緗殑鐜鍏夋垨鑰呭叾浠?縐嶇被鍨嬬殑鍏夋簮)銆?br />
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{
FLOAT x, y, z, rhw;
DWORD color;
//D3DXCOLOR color;
};
// 鍒濆鍖栭《鐐規暟鎹?/span>
CUSTOMVERTEX vertices[] =
{
{ 150.0f, 50.0f, 0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 0.0f)/*0xffff0000*/, }, // x, y, z, rhw, color
{ 250.0f, 250.0f, 0.5f, 1.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 0.0f)/*0xff00ff00*/, },
{ 50.0f, 250.0f, 0.5f, 1.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 0.0f)/*0xff00ffff*/, },
};
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The RHW value, which stands for Reciprocal of Homogeneous W[1], tells Direct3D that the vertices that are being used are already in screen coordinates. This value is normally used in fog and clipping calculations and should be set to 1.0.
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING,FALSE)
D3DXMATRIX matView;
// Create and set the projection matrix
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4.0f, 1.33333f, 1.0f, 1000.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
// Create and set the view matrix
D3DXMatrixLookAtLH(&matView, \
&D3DXVECTOR3(0.0f, 0.0f, -500.0f), \
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), \
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);