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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