rendered paste bodyvoid Engine::Render(void)
{
if(GraphicsDevice != NULL)
{
temp = temp + movedir;
if (temp > 254)
{
movedir = -1;
}
else if (temp < 1)
{
movedir = 1;
}
GraphicsDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(temp,0,0), 1.0f, 0);
GraphicsDevice->BeginScene();
D3DXMATRIX YawMatrix;
//input changes viewport
if (Input.GetKeyState(DIK_W) == 1)
{
CameraPosition.z = CameraPosition.z + 0.01f;
}
if (Input.GetKeyState(DIK_S) == 1)
{
CameraPosition.z = CameraPosition.z - 0.01f;
}
if (Input.GetKeyState(DIK_A) == 1)
{
YawAngle = 0.05;
}
else if (Input.GetKeyState(DIK_D) == 1)
{
YawAngle = -0.05;
}
else
{
YawAngle = 0;
}
D3DXMatrixRotationAxis(&YawMatrix, &CameraUp, YawAngle);
D3DXVec3TransformCoord(&CameraLook, &CameraLook, &YawMatrix);
D3DXVec3TransformCoord(&CameraRight, &CameraRight, &YawMatrix);
D3DXMatrixIdentity(&ViewMatrix);
ViewMatrix._11 = CameraRight.x;
ViewMatrix._12 = CameraUp.x;
ViewMatrix._13 = CameraLook.x;
ViewMatrix._21 = CameraRight.y;
ViewMatrix._22 = CameraUp.y;
ViewMatrix._23 = CameraLook.y;
ViewMatrix._31 = CameraRight.x;
ViewMatrix._32 = CameraUp.x;
ViewMatrix._33 = CameraLook.x;
ViewMatrix._41 = -D3DXVec3Dot(&CameraPosition, &CameraRight);
ViewMatrix._42 = -D3DXVec3Dot(&CameraPosition, &CameraUp);
ViewMatrix._43 = -D3DXVec3Dot(&CameraPosition, &CameraLook);
GraphicsDevice->SetTransform(D3DTS_VIEW, &ViewMatrix);
planet->Render();
GraphicsDevice->EndScene();
GraphicsDevice->Present(NULL, NULL, NULL, NULL);
}
}