Graphics Reference
In-Depth Information
The UWBGL introduced the Camera to encapsulate the WC-to-EC and EC-to-NDC
transformation information. The Camera class defines parameters that are famil-
iar to the users (e.g., camera position) and methods to support intuitive manipula-
tions of these parameters (e.g., move camera position). The D3D _ WindowHandler
class references the Camera object, computes the view (WC-to-EC) transfor-
mation ( M w 2 e )in ComputeViewMatrix() , and computes the projection (EC-to-
NDC) transformation ( M e 2 n )in ComputeProjectionMatrix() . As in the 2D
case, the D3D _ WindowHandler class is responsible for loading the VIEW ( M V )and
PROJECTION ( M P ) matrix processors with the computed transformations with the
Load ViewXform() and LoadProjectionXform() functions. In the next chapter,
we will see how, with minimal modifications, the SceneNode class can continue
to be responsible for loading the WORLD ( M W ) matrix processor with the OC-to-
WC transformation. In this way, in 3D space, we program the matrix processors
to support the transformation pipeline:
M W
−→
M V
−→
M P
−→
D3D
−→
Object space
WC
EC
NDC
DC
.
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