view rotation and translation

This commit is contained in:
Zack Buhman 2026-01-13 20:15:21 -06:00
parent cdf49949c3
commit ead9c883fe
3 changed files with 50 additions and 20 deletions

View File

@ -67,7 +67,7 @@ PS_INPUT VSInstanced(VS_INPUT_INSTANCED input)
{
VS_INPUT input_vs = (VS_INPUT)0;
input_vs.Pos = mul(float4(input.Pos.xyz, 1), input.mTransform);
input_vs.Pos = mul(float4(input.Pos.xyz * 0.3f, 1), input.mTransform);
//input_vs.Pos = float4(input.Pos.xyz, 1) + float4(0, input.InstanceID * 3, 0, 0);
input_vs.Normal = input.Normal;
input_vs.Tex = input.Tex;

View File

@ -28,7 +28,7 @@ HRESULT InitInput(HINSTANCE hInstance)
for (int i = 0; i < libs_length; i++) {
hLib = LoadLibraryA(libs[i]);
if (hLib != NULL) {
print("using xinput: %s\n", libs[i]);
//print("using xinput: %s\n", libs[i]);
break;
}
}

View File

@ -120,12 +120,18 @@ XMFLOAT4 g_vLightColors[2] = {
XMFLOAT4(0.9f, 0.0f, 0.0f, 1.0f)
};
//
XMVECTOR g_Eye = XMVectorSet(0.0f, 0.0f, -2.0f, 1.0f);
XMVECTOR g_At = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
// forward declarations
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
HRESULT InitDirect3DDevice();
void Render();
void Render(float t);
void Update(float t);
BOOL Resize();
void InitializeNodeInstances();
@ -152,6 +158,17 @@ const FontSize g_FontSize = {
WindowSize g_ViewportSize;
float GetTime()
{
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if (dwTimeStart == 0)
dwTimeStart = dwTimeCur;
float t = (dwTimeCur - dwTimeStart) / 1000.0f;
return t;
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
//FreeConsole();
@ -195,9 +212,12 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
if (Resize()) {
UpdateInput();
if (Resize())
Render();
float t = GetTime();
Update(t);
Render(t);
}
}
}
@ -1136,11 +1156,6 @@ HRESULT InitDirect3DDevice()
g_World1 = XMMatrixIdentity();
g_World2 = XMMatrixIdentity();
XMVECTOR Eye = XMVectorSet(0.0f, 0.0f, -2.0f, 0.0f);
XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(Eye, At, Up);
float fFov = XM_PI * 0.5f;
float fAspect = width / (float)height;
float fNear = 0.1f;
@ -1611,6 +1626,16 @@ void RenderBloom()
}
}
float deadzone(float f)
{
const float threshold = 0.25f;
if (fabsf(f) <= threshold)
return 0.0f;
else {
return copysignf(fabsf(f) - threshold, f);
}
}
void Update(float t)
{
XMVECTOR vLightDirs[2] = {
@ -1625,6 +1650,19 @@ void Update(float t)
XMMATRIX mRotate0 = XMMatrixRotationY(0.4f * t);
XMVECTOR lightDir0 = XMVector4Transform(vLightDirs[0], mRotate0);
XMStoreFloat4(&g_vLightDirs[0], lightDir0);
// view
XMMATRIX mRotateView = XMMatrixRotationY(deadzone(g_Joystate.thumbLX) * 0.002f);
XMMATRIX mTranslateView = XMMatrixTranslation(deadzone(g_Joystate.thumbRX) * 0.002f,
0.0f,
deadzone(g_Joystate.thumbRY) * 0.002f);
g_Eye = XMVector4Transform(g_Eye, mTranslateView * mRotateView);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(g_Eye, g_At, Up);
}
void RenderVolume(float t)
@ -1700,16 +1738,8 @@ void RenderVolumeMesh()
}
}
void Render()
void Render(float t)
{
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if (dwTimeStart == 0)
dwTimeStart = dwTimeCur;
float t = (dwTimeCur - dwTimeStart) / 1000.0f;
Update(t);
// clear
const float ClearColor[4] = { 0.2f, 0.125f, 0.2f, 1.0f };