SDKのサンプルをいじってカメラの座標と注視点の座標を平行移動させてのカメラ目線での移動と簡単な視点移動は出来たのですが
いろんなサイトを読んでいるとどうも行列?を用いた移動のほうがいいようですが、正直解説を読んでいても軽く意味不明です。
いろんなサイトやサンプルを読みかじったのですが3Dに対する理解度も理解力も低いのでできるだけ具体的に教えてもらえたら嬉しいです。
参考にしていたサイト http://marupeke296.com/DXG_No56_CameraBaseTrans.html
↑①がしたかったのですが①の説明の下の方が少々意味不明でした。
あと、FPSのようなカメラの上下左右の視点移動も目指しています。
環境 DirectX10 VC2010 OSは7の64bitです
↓一応上記のソースですSDKのサンプルをいじっただけです。
カメラと注視点の移動でカメラ目線の移動と視点の移動をしていますが行列を使わず無理矢理です。
なので視点の方向ではなくカメラのYとZを加減算するだけの移動で視線とは関係なく移動します、しかも移動すると視点移動はおかしな挙動になります。
//--------------------------------------------------------------------------------------
// File: Tutorial04.cpp
//
// This application displays a 3D cube using Direct3D 10
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d10.h>
#include <d3dx10.h>
#include <tchar.h>
#include <ctype.h>
#include "resource.h"
#define PI 3.14159265358979323846264338327950288
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
D3DXVECTOR3 Pos;
D3DXVECTOR4 Color;
};
//--------------------------------------------------------------------------------------
// Global Variables グローバル変数
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
D3D10_DRIVER_TYPE g_driverType = D3D10_DRIVER_TYPE_NULL;
ID3D10Device* g_pd3dDevice = NULL;
IDXGISwapChain* g_pSwapChain = NULL;
ID3D10RenderTargetView* g_pRenderTargetView = NULL;
ID3D10Effect* g_pEffect = NULL;
ID3D10EffectTechnique* g_pTechnique = NULL;
ID3D10InputLayout* g_pVertexLayout = NULL;
ID3D10Buffer* g_pVertexBuffer = NULL;
ID3D10Buffer* g_pIndexBuffer = NULL;
ID3D10EffectMatrixVariable* g_pWorldVariable = NULL;
ID3D10EffectMatrixVariable* g_pViewVariable = NULL;
ID3D10EffectMatrixVariable* g_pProjectionVariable = NULL;
D3DXMATRIX g_World;
D3DXMATRIX g_View;
D3DXMATRIX g_Projection;
//--------------------------------------------------------------------------------------
// Forward declarations プロトタイプ宣言・・・だと思う
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();
int testCAMERA();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
/*
プログラム開始地点
*/
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
UNREFERENCED_PARAMETER( hPrevInstance );
UNREFERENCED_PARAMETER( lpCmdLine );
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDevice() ) )
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
testCAMERA();//実験用
}
}
CleanupDevice();
return ( int )msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
//register:登録
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof( WNDCLASSEX );
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"TutorialWindowClass";
wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
if( !RegisterClassEx( &wcex ) )
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 640, 480 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 10 Tutorial 4: 3D Spaces", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
NULL );
if( !g_hWnd )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
//swap:交換 chain:連結
HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
D3D10_DRIVER_TYPE driverTypes[] =
{
D3D10_DRIVER_TYPE_HARDWARE,
D3D10_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] );
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D10CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags,
D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice );
if( SUCCEEDED( hr ) )
break;
}
if( FAILED( hr ) )
return hr;
// Create a render target view
ID3D10Texture2D* pBuffer;
hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), ( LPVOID* )&pBuffer );
if( FAILED( hr ) )
return hr;
hr = g_pd3dDevice->CreateRenderTargetView( pBuffer, NULL, &g_pRenderTargetView );
pBuffer->Release();
if( FAILED( hr ) )
return hr;
g_pd3dDevice->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );
// Setup the viewport
D3D10_VIEWPORT vp;
vp.Width = width;
vp.Height = height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDevice->RSSetViewports( 1, &vp );
// Create the effect
DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
// Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
hr = D3DX10CreateEffectFromFile( L"Tutorial04.fx", NULL, NULL, "fx_4_0", dwShaderFlags, 0, g_pd3dDevice, NULL,
NULL, &g_pEffect, NULL, NULL );
if( FAILED( hr ) )
{
MessageBox( NULL,
L"The FX file cannot be located. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}
// Obtain the technique
g_pTechnique = g_pEffect->GetTechniqueByName( "Render" );
// Obtain the variables
g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix();
g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix();
g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix();
// Define the input layout
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = sizeof( layout ) / sizeof( layout[0] );
// Create the input layout
D3D10_PASS_DESC PassDesc;
g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
hr = g_pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &g_pVertexLayout );
if( FAILED( hr ) )
return hr;
// Set the input layout
g_pd3dDevice->IASetInputLayout( g_pVertexLayout );
// Create vertex buffer
//vertex:頂点
SimpleVertex vertices[] =
{
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR4( 0.0f, 1.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR4( 1.0f, 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR4( 1.0f, 0.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR4( 1.0f, 1.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR4( 1.0f, 1.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR4( 0.0f, 0.0f, 0.0f, 1.0f ) },
};
D3D10_BUFFER_DESC bd;
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * 8;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData;
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
if( FAILED( hr ) )
return hr;
// Set vertex buffer
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
g_pd3dDevice->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
// Create index buffer
DWORD indices[] =
{
3,1,0,
2,1,3,
0,5,4,
1,5,0,
3,4,7,
0,4,3,
1,6,5,
2,6,1,
2,7,6,
3,7,2,
6,4,5,
7,4,6,
};
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof( DWORD ) * 36; // 36 vertices needed for 12 triangles in a triangle list
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
InitData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
if( FAILED( hr ) )
return hr;
// Set index buffer
g_pd3dDevice->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
// Set primitive topology
g_pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
// Initialize the world matrix
D3DXMatrixIdentity( &g_World );
// Initialize the view matrix
D3DXVECTOR3 Eye( 0.0f, 1.0f, -5.0f );
D3DXVECTOR3 At( 0.0f, 1.0f, 0.0f );
D3DXVECTOR3 Up( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &g_View, &Eye, &At, &Up );
// Initialize the projection matrix
D3DXMatrixPerspectiveFovLH( &g_Projection, ( float )D3DX_PI * 0.5f, width / ( FLOAT )height, 0.1f, 100.0f );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if( g_pd3dDevice ) g_pd3dDevice->ClearState();
if( g_pVertexBuffer ) g_pVertexBuffer->Release();
if( g_pIndexBuffer ) g_pIndexBuffer->Release();
if( g_pVertexLayout ) g_pVertexLayout->Release();
if( g_pEffect ) g_pEffect->Release();
if( g_pRenderTargetView ) g_pRenderTargetView->Release();
if( g_pSwapChain ) g_pSwapChain->Release();
if( g_pd3dDevice ) g_pd3dDevice->Release();
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch( message )
{
case WM_PAINT:
hdc = BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
break;
case WM_DESTROY:
PostQuitMessage( 0 );
break;
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Update our time
static float t = 0.0f;
if( g_driverType == D3D10_DRIVER_TYPE_REFERENCE )
{
t += ( float )D3DX_PI * 0.0125f;
}
else
{
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if( dwTimeStart == 0 )
dwTimeStart = dwTimeCur;
t = ( dwTimeCur - dwTimeStart ) / 1000.0f;
}
//
// Animate the cube
//
//D3DXMatrixRotationY( &g_World, 0 );
//
// Clear the back buffer
//
float ClearColor[4] = { 0.0f, 0.35f, 0.0f, 1.0f }; // red,green,blue,alpha
g_pd3dDevice->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
//
// Update variables
//
g_pWorldVariable->SetMatrix( ( float* )&g_World );
g_pViewVariable->SetMatrix( ( float* )&g_View );
g_pProjectionVariable->SetMatrix( ( float* )&g_Projection );
//
// Renders a triangle
//
D3D10_TECHNIQUE_DESC techDesc;
g_pTechnique->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; ++p )
{
g_pTechnique->GetPassByIndex( p )->Apply( 0 );
g_pd3dDevice->DrawIndexed( 36, 0, 0 ); // 36 vertices needed for 12 triangles in a triangle list
}
//
// Present our back buffer to our front buffer
//
g_pSwapChain->Present( 0, 0 );
}
//テスト用カメラ
int testCAMERA(){
//カメラ
static float x=0.0f;
static float y=1.0f;
static float z=-5.0f;
//対象
static float atx=0.0f;
static float aty=1.0f;
static float atz=1.0f;
//カメラ角度
static double radx=0;
static double rady=0;
float speed=0.2;
if (GetAsyncKeyState('A') & 0x8000) //APIの戻り値の最上位ビットが立っていればボタンが押されている
{
x-=0.001f;
atx-=0.001f;
}
if (GetAsyncKeyState('D') & 0x8000){
x+=0.001f;
atx+=0.001f;
}
if (GetAsyncKeyState('W') & 0x8000){
z+=0.001f;
atz+=0.001f;
}
if (GetAsyncKeyState('S') & 0x8000){
z-=0.001f;
atx-=0.001f;
}
if (GetAsyncKeyState(VK_UP) & 0x8000){
//aty+=0.02f;
rady+=speed*PI/180;
}
if (GetAsyncKeyState(VK_DOWN) & 0x8000){
//aty-=0.02f;
rady-=speed*PI/180;
}
if (GetAsyncKeyState(VK_RIGHT) & 0x8000){
//atx+=0.02f;
radx+=speed*PI/180;
}
if (GetAsyncKeyState(VK_LEFT) & 0x8000){
//atx-=0.02f;
radx-=speed*PI/180;
}
if(rady>360){
rady-=360;
}
if(radx>360){
radx-=360;
}
atx=(x+(sin(radx)));
aty=(y+(sin(rady)));
atz=(z+(cos(rady)+cos(radx)));
D3DXVECTOR3 Eye( x, y, z );
D3DXVECTOR3 At( atx, aty, atz);
D3DXVECTOR3 Up( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &g_View, &Eye, &At, &Up );
return 0;
}