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D3DXMatrixPerspectiveFovLH,D3DXMatrixIdentity,D3DXMatrixOrthoLH
#define D3DX_1BYPI ( 1.0 / D3DX_PI )
#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0))
#define D3DXToDegree( radian ) ((radian) * (180.0 / D3DX_PI))
2、D3DXMatrixPerspectiveFovLH
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH
( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
3、D3DXMatrixIdentity
D3DX10INLINE D3DXMATRIX* D3DXMatrixIdentity
( D3DXMATRIX *pOut )
{
#ifdef D3DX10_DEBUG
if(!pOut)
return NULL;
#endif
pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] =
pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] =
pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] =
pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f;
pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f;
return pOut;
}
#define D3DX10INLINE __forceinline
4、D3DXMatrixOrthoLH
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
D3DXMatrixPerspectiveFovLH,D3DXMatrixIdentity,D3DXMatrixOrthoLH