d3dutil.cpp
资源名称:estereo2.zip [点击查看]
上传用户:fengshi120
上传日期:2014-07-17
资源大小:6155k
文件大小:25k
源码类别:
3D图形编程
开发平台:
C/C++
- //-----------------------------------------------------------------------------
- // File: D3DUtil.cpp
- //
- // Desc: Shortcut macros and functions for using DX objects
- //-----------------------------------------------------------------------------
- #define STRICT
- #include "stdafx.h"
- #include <Windows.h>
- #include <WindowsX.h>
- #include <tchar.h>
- #include <stdio.h>
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "D3DX9.h"
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_InitMaterial()
- // Desc: Initializes a D3DMATERIAL9 structure, setting the diffuse and ambient
- // colors. It does not set emissive or specular colors.
- //-----------------------------------------------------------------------------
- VOID D3DUtil_InitMaterial( D3DMATERIAL9& mtrl, FLOAT r, FLOAT g, FLOAT b,
- FLOAT a )
- {
- ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
- mtrl.Diffuse.r = mtrl.Ambient.r = r;
- mtrl.Diffuse.g = mtrl.Ambient.g = g;
- mtrl.Diffuse.b = mtrl.Ambient.b = b;
- mtrl.Diffuse.a = mtrl.Ambient.a = a;
- }
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_InitLight()
- // Desc: Initializes a D3DLIGHT structure, setting the light position. The
- // diffuse color is set to white; specular and ambient are left as black.
- //-----------------------------------------------------------------------------
- VOID D3DUtil_InitLight( D3DLIGHT9& light, D3DLIGHTTYPE ltType,
- FLOAT x, FLOAT y, FLOAT z )
- {
- D3DXVECTOR3 vecLightDirUnnormalized(x, y, z);
- ZeroMemory( &light, sizeof(D3DLIGHT9) );
- light.Type = ltType;
- light.Diffuse.r = 1.0f;
- light.Diffuse.g = 1.0f;
- light.Diffuse.b = 1.0f;
- D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecLightDirUnnormalized );
- light.Position.x = x;
- light.Position.y = y;
- light.Position.z = z;
- light.Range = 1000.0f;
- }
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_CreateTexture()
- // Desc: Helper function to create a texture. It checks the root path first,
- // then tries the DXSDK media path (as specified in the system registry).
- //-----------------------------------------------------------------------------
- HRESULT D3DUtil_CreateTexture( LPDIRECT3DDEVICE9 pd3dDevice, TCHAR* strTexture,
- LPDIRECT3DTEXTURE9* ppTexture, D3DFORMAT d3dFormat )
- {
- HRESULT hr;
- TCHAR strPath[MAX_PATH];
- // Get the path to the texture
- if( FAILED( hr = DXUtil_FindMediaFileCb( strPath, sizeof(strPath), strTexture ) ) )
- return hr;
- // Create the texture using D3DX
- return D3DXCreateTextureFromFileEx( pd3dDevice, strPath,
- D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, d3dFormat,
- D3DPOOL_MANAGED, D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR,
- D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR, 0, NULL, NULL, ppTexture );
- }
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_GetCubeMapViewMatrix()
- // Desc: Returns a view matrix for rendering to a face of a cubemap.
- //-----------------------------------------------------------------------------
- D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace )
- {
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vLookDir;
- D3DXVECTOR3 vUpDir;
- switch( dwFace )
- {
- case D3DCUBEMAP_FACE_POSITIVE_X:
- vLookDir = D3DXVECTOR3( 1.0f, 0.0f, 0.0f );
- vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- break;
- case D3DCUBEMAP_FACE_NEGATIVE_X:
- vLookDir = D3DXVECTOR3(-1.0f, 0.0f, 0.0f );
- vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- break;
- case D3DCUBEMAP_FACE_POSITIVE_Y:
- vLookDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- vUpDir = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
- break;
- case D3DCUBEMAP_FACE_NEGATIVE_Y:
- vLookDir = D3DXVECTOR3( 0.0f,-1.0f, 0.0f );
- vUpDir = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
- break;
- case D3DCUBEMAP_FACE_POSITIVE_Z:
- vLookDir = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
- vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- break;
- case D3DCUBEMAP_FACE_NEGATIVE_Z:
- vLookDir = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
- vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- break;
- }
- // Set the view transform for this cubemap surface
- D3DXMATRIXA16 matView;
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookDir, &vUpDir );
- return matView;
- }
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_GetRotationFromCursor()
- // Desc: Returns a quaternion for the rotation implied by the window's cursor
- // position.
- //-----------------------------------------------------------------------------
- D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd,
- FLOAT fTrackBallRadius )
- {
- POINT pt;
- RECT rc;
- GetCursorPos( &pt );
- GetClientRect( hWnd, &rc );
- ScreenToClient( hWnd, &pt );
- FLOAT sx = ( ( ( 2.0f * pt.x ) / (rc.right-rc.left) ) - 1 );
- FLOAT sy = ( ( ( 2.0f * pt.y ) / (rc.bottom-rc.top) ) - 1 );
- FLOAT sz;
- if( sx == 0.0f && sy == 0.0f )
- return D3DXQUATERNION( 0.0f, 0.0f, 0.0f, 1.0f );
- FLOAT d2 = sqrtf( sx*sx + sy*sy );
- if( d2 < fTrackBallRadius * 0.70710678118654752440 ) // Inside sphere
- sz = sqrtf( fTrackBallRadius*fTrackBallRadius - d2*d2 );
- else // On hyperbola
- sz = (fTrackBallRadius*fTrackBallRadius) / (2.0f*d2);
- // Get two points on trackball's sphere
- D3DXVECTOR3 p1( sx, sy, sz );
- D3DXVECTOR3 p2( 0.0f, 0.0f, fTrackBallRadius );
- // Get axis of rotation, which is cross product of p1 and p2
- D3DXVECTOR3 vAxis;
- D3DXVec3Cross( &vAxis, &p1, &p2);
- // Calculate angle for the rotation about that axis
- D3DXVECTOR3 vecDiff = p2-p1;
- FLOAT t = D3DXVec3Length( &vecDiff ) / ( 2.0f*fTrackBallRadius );
- if( t > +1.0f) t = +1.0f;
- if( t < -1.0f) t = -1.0f;
- FLOAT fAngle = 2.0f * asinf( t );
- // Convert axis to quaternion
- D3DXQUATERNION quat;
- D3DXQuaternionRotationAxis( &quat, &vAxis, fAngle );
- return quat;
- }
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_SetDeviceCursor
- // Desc: Gives the D3D device a cursor with image and hotspot from hCursor.
- //-----------------------------------------------------------------------------
- HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE9 pd3dDevice, HCURSOR hCursor,
- BOOL bAddWatermark )
- {
- HRESULT hr = E_FAIL;
- ICONINFO iconinfo;
- BOOL bBWCursor;
- LPDIRECT3DSURFACE9 pCursorSurface = NULL;
- HDC hdcColor = NULL;
- HDC hdcMask = NULL;
- HDC hdcScreen = NULL;
- BITMAP bm;
- DWORD dwWidth;
- DWORD dwHeightSrc;
- DWORD dwHeightDest;
- COLORREF crColor;
- COLORREF crMask;
- UINT x;
- UINT y;
- BITMAPINFO bmi;
- COLORREF* pcrArrayColor = NULL;
- COLORREF* pcrArrayMask = NULL;
- DWORD* pBitmap;
- HGDIOBJ hgdiobjOld;
- ZeroMemory( &iconinfo, sizeof(iconinfo) );
- if( !GetIconInfo( hCursor, &iconinfo ) )
- goto End;
- if (0 == GetObject((HGDIOBJ)iconinfo.hbmMask, sizeof(BITMAP), (LPVOID)&bm))
- goto End;
- dwWidth = bm.bmWidth;
- dwHeightSrc = bm.bmHeight;
- if( iconinfo.hbmColor == NULL )
- {
- bBWCursor = TRUE;
- dwHeightDest = dwHeightSrc / 2;
- }
- else
- {
- bBWCursor = FALSE;
- dwHeightDest = dwHeightSrc;
- }
- // Create a surface for the fullscreen cursor
- if( FAILED( hr = pd3dDevice->CreateOffscreenPlainSurface( dwWidth, dwHeightDest,
- D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pCursorSurface, NULL ) ) )
- {
- goto End;
- }
- pcrArrayMask = new DWORD[dwWidth * dwHeightSrc];
- ZeroMemory(&bmi, sizeof(bmi));
- bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
- bmi.bmiHeader.biWidth = dwWidth;
- bmi.bmiHeader.biHeight = dwHeightSrc;
- bmi.bmiHeader.biPlanes = 1;
- bmi.bmiHeader.biBitCount = 32;
- bmi.bmiHeader.biCompression = BI_RGB;
- hdcScreen = GetDC( NULL );
- hdcMask = CreateCompatibleDC( hdcScreen );
- if( hdcMask == NULL )
- {
- hr = E_FAIL;
- goto End;
- }
- hgdiobjOld = SelectObject(hdcMask, iconinfo.hbmMask);
- GetDIBits(hdcMask, iconinfo.hbmMask, 0, dwHeightSrc,
- pcrArrayMask, &bmi, DIB_RGB_COLORS);
- SelectObject(hdcMask, hgdiobjOld);
- if (!bBWCursor)
- {
- pcrArrayColor = new DWORD[dwWidth * dwHeightDest];
- hdcColor = CreateCompatibleDC( hdcScreen );
- if( hdcColor == NULL )
- {
- hr = E_FAIL;
- goto End;
- }
- SelectObject(hdcColor, iconinfo.hbmColor);
- GetDIBits(hdcColor, iconinfo.hbmColor, 0, dwHeightDest,
- pcrArrayColor, &bmi, DIB_RGB_COLORS);
- }
- // Transfer cursor image into the surface
- D3DLOCKED_RECT lr;
- pCursorSurface->LockRect( &lr, NULL, 0 );
- pBitmap = (DWORD*)lr.pBits;
- for( y = 0; y < dwHeightDest; y++ )
- {
- for( x = 0; x < dwWidth; x++ )
- {
- if (bBWCursor)
- {
- crColor = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
- crMask = pcrArrayMask[dwWidth*(dwHeightSrc-1-y) + x];
- }
- else
- {
- crColor = pcrArrayColor[dwWidth*(dwHeightDest-1-y) + x];
- crMask = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
- }
- if (crMask == 0)
- pBitmap[dwWidth*y + x] = 0xff000000 | crColor;
- else
- pBitmap[dwWidth*y + x] = 0x00000000;
- // It may be helpful to make the D3D cursor look slightly
- // different from the Windows cursor so you can distinguish
- // between the two when developing/testing code. When
- // bAddWatermark is TRUE, the following code adds some
- // small grey "D3D" characters to the upper-left corner of
- // the D3D cursor image.
- if( bAddWatermark && x < 12 && y < 5 )
- {
- // 11.. 11.. 11.. .... CCC0
- // 1.1. ..1. 1.1. .... A2A0
- // 1.1. .1.. 1.1. .... A4A0
- // 1.1. ..1. 1.1. .... A2A0
- // 11.. 11.. 11.. .... CCC0
- const WORD wMask[5] = { 0xccc0, 0xa2a0, 0xa4a0, 0xa2a0, 0xccc0 };
- if( wMask[y] & (1 << (15 - x)) )
- {
- pBitmap[dwWidth*y + x] |= 0xff808080;
- }
- }
- }
- }
- pCursorSurface->UnlockRect();
- // Set the device cursor
- if( FAILED( hr = pd3dDevice->SetCursorProperties( iconinfo.xHotspot,
- iconinfo.yHotspot, pCursorSurface ) ) )
- {
- goto End;
- }
- hr = S_OK;
- End:
- if( iconinfo.hbmMask != NULL )
- DeleteObject( iconinfo.hbmMask );
- if( iconinfo.hbmColor != NULL )
- DeleteObject( iconinfo.hbmColor );
- if( hdcScreen != NULL )
- ReleaseDC( NULL, hdcScreen );
- if( hdcColor != NULL )
- DeleteDC( hdcColor );
- if( hdcMask != NULL )
- DeleteDC( hdcMask );
- SAFE_DELETE_ARRAY( pcrArrayColor );
- SAFE_DELETE_ARRAY( pcrArrayMask );
- SAFE_RELEASE( pCursorSurface );
- return hr;
- }
- //-----------------------------------------------------------------------------
- // Name: D3DFormatToString
- // Desc: Returns the string for the given D3DFORMAT.
- //-----------------------------------------------------------------------------
- TCHAR* D3DUtil_D3DFormatToString( D3DFORMAT format, bool bWithPrefix )
- {
- TCHAR* pstr = NULL;
- switch( format )
- {
- case D3DFMT_UNKNOWN: pstr = TEXT("D3DFMT_UNKNOWN"); break;
- case D3DFMT_R8G8B8: pstr = TEXT("D3DFMT_R8G8B8"); break;
- case D3DFMT_A8R8G8B8: pstr = TEXT("D3DFMT_A8R8G8B8"); break;
- case D3DFMT_X8R8G8B8: pstr = TEXT("D3DFMT_X8R8G8B8"); break;
- case D3DFMT_R5G6B5: pstr = TEXT("D3DFMT_R5G6B5"); break;
- case D3DFMT_X1R5G5B5: pstr = TEXT("D3DFMT_X1R5G5B5"); break;
- case D3DFMT_A1R5G5B5: pstr = TEXT("D3DFMT_A1R5G5B5"); break;
- case D3DFMT_A4R4G4B4: pstr = TEXT("D3DFMT_A4R4G4B4"); break;
- case D3DFMT_R3G3B2: pstr = TEXT("D3DFMT_R3G3B2"); break;
- case D3DFMT_A8: pstr = TEXT("D3DFMT_A8"); break;
- case D3DFMT_A8R3G3B2: pstr = TEXT("D3DFMT_A8R3G3B2"); break;
- case D3DFMT_X4R4G4B4: pstr = TEXT("D3DFMT_X4R4G4B4"); break;
- case D3DFMT_A2B10G10R10: pstr = TEXT("D3DFMT_A2B10G10R10"); break;
- case D3DFMT_A8B8G8R8: pstr = TEXT("D3DFMT_A8B8G8R8"); break;
- case D3DFMT_X8B8G8R8: pstr = TEXT("D3DFMT_X8B8G8R8"); break;
- case D3DFMT_G16R16: pstr = TEXT("D3DFMT_G16R16"); break;
- case D3DFMT_A2R10G10B10: pstr = TEXT("D3DFMT_A2R10G10B10"); break;
- case D3DFMT_A16B16G16R16: pstr = TEXT("D3DFMT_A16B16G16R16"); break;
- case D3DFMT_A8P8: pstr = TEXT("D3DFMT_A8P8"); break;
- case D3DFMT_P8: pstr = TEXT("D3DFMT_P8"); break;
- case D3DFMT_L8: pstr = TEXT("D3DFMT_L8"); break;
- case D3DFMT_A8L8: pstr = TEXT("D3DFMT_A8L8"); break;
- case D3DFMT_A4L4: pstr = TEXT("D3DFMT_A4L4"); break;
- case D3DFMT_V8U8: pstr = TEXT("D3DFMT_V8U8"); break;
- case D3DFMT_L6V5U5: pstr = TEXT("D3DFMT_L6V5U5"); break;
- case D3DFMT_X8L8V8U8: pstr = TEXT("D3DFMT_X8L8V8U8"); break;
- case D3DFMT_Q8W8V8U8: pstr = TEXT("D3DFMT_Q8W8V8U8"); break;
- case D3DFMT_V16U16: pstr = TEXT("D3DFMT_V16U16"); break;
- case D3DFMT_A2W10V10U10: pstr = TEXT("D3DFMT_A2W10V10U10"); break;
- case D3DFMT_UYVY: pstr = TEXT("D3DFMT_UYVY"); break;
- case D3DFMT_YUY2: pstr = TEXT("D3DFMT_YUY2"); break;
- case D3DFMT_DXT1: pstr = TEXT("D3DFMT_DXT1"); break;
- case D3DFMT_DXT2: pstr = TEXT("D3DFMT_DXT2"); break;
- case D3DFMT_DXT3: pstr = TEXT("D3DFMT_DXT3"); break;
- case D3DFMT_DXT4: pstr = TEXT("D3DFMT_DXT4"); break;
- case D3DFMT_DXT5: pstr = TEXT("D3DFMT_DXT5"); break;
- case D3DFMT_D16_LOCKABLE: pstr = TEXT("D3DFMT_D16_LOCKABLE"); break;
- case D3DFMT_D32: pstr = TEXT("D3DFMT_D32"); break;
- case D3DFMT_D15S1: pstr = TEXT("D3DFMT_D15S1"); break;
- case D3DFMT_D24S8: pstr = TEXT("D3DFMT_D24S8"); break;
- case D3DFMT_D24X8: pstr = TEXT("D3DFMT_D24X8"); break;
- case D3DFMT_D24X4S4: pstr = TEXT("D3DFMT_D24X4S4"); break;
- case D3DFMT_D16: pstr = TEXT("D3DFMT_D16"); break;
- case D3DFMT_L16: pstr = TEXT("D3DFMT_L16"); break;
- case D3DFMT_VERTEXDATA: pstr = TEXT("D3DFMT_VERTEXDATA"); break;
- case D3DFMT_INDEX16: pstr = TEXT("D3DFMT_INDEX16"); break;
- case D3DFMT_INDEX32: pstr = TEXT("D3DFMT_INDEX32"); break;
- case D3DFMT_Q16W16V16U16: pstr = TEXT("D3DFMT_Q16W16V16U16"); break;
- case D3DFMT_MULTI2_ARGB8: pstr = TEXT("D3DFMT_MULTI2_ARGB8"); break;
- case D3DFMT_R16F: pstr = TEXT("D3DFMT_R16F"); break;
- case D3DFMT_G16R16F: pstr = TEXT("D3DFMT_G16R16F"); break;
- case D3DFMT_A16B16G16R16F: pstr = TEXT("D3DFMT_A16B16G16R16F"); break;
- case D3DFMT_R32F: pstr = TEXT("D3DFMT_R32F"); break;
- case D3DFMT_G32R32F: pstr = TEXT("D3DFMT_G32R32F"); break;
- case D3DFMT_A32B32G32R32F: pstr = TEXT("D3DFMT_A32B32G32R32F"); break;
- case D3DFMT_CxV8U8: pstr = TEXT("D3DFMT_CxV8U8"); break;
- default: pstr = TEXT("Unknown format"); break;
- }
- if( bWithPrefix || _tcsstr( pstr, TEXT("D3DFMT_") )== NULL )
- return pstr;
- else
- return pstr + lstrlen( TEXT("D3DFMT_") );
- }
- //-----------------------------------------------------------------------------
- // Name: D3DXQuaternionUnitAxisToUnitAxis2
- // Desc: Axis to axis quaternion double angle (no normalization)
- // Takes two points on unit sphere an angle THETA apart, returns
- // quaternion that represents a rotation around cross product by 2*THETA.
- //-----------------------------------------------------------------------------
- inline D3DXQUATERNION* WINAPI D3DXQuaternionUnitAxisToUnitAxis2
- ( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pvFrom, const D3DXVECTOR3 *pvTo)
- {
- D3DXVECTOR3 vAxis;
- D3DXVec3Cross(&vAxis, pvFrom, pvTo); // proportional to sin(theta)
- pOut->x = vAxis.x;
- pOut->y = vAxis.y;
- pOut->z = vAxis.z;
- pOut->w = D3DXVec3Dot( pvFrom, pvTo );
- return pOut;
- }
- //-----------------------------------------------------------------------------
- // Name: D3DXQuaternionAxisToAxis
- // Desc: Axis to axis quaternion
- // Takes two points on unit sphere an angle THETA apart, returns
- // quaternion that represents a rotation around cross product by theta.
- //-----------------------------------------------------------------------------
- inline D3DXQUATERNION* WINAPI D3DXQuaternionAxisToAxis
- ( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pvFrom, const D3DXVECTOR3 *pvTo)
- {
- D3DXVECTOR3 vA, vB;
- D3DXVec3Normalize(&vA, pvFrom);
- D3DXVec3Normalize(&vB, pvTo);
- D3DXVECTOR3 vHalf(vA + vB);
- D3DXVec3Normalize(&vHalf, &vHalf);
- return D3DXQuaternionUnitAxisToUnitAxis2(pOut, &vA, &vHalf);
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CD3DArcBall::CD3DArcBall()
- {
- Init();
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- void CD3DArcBall::Init()
- {
- D3DXQuaternionIdentity( &m_qDown );
- D3DXQuaternionIdentity( &m_qNow );
- D3DXMatrixIdentity( &m_matRotation );
- D3DXMatrixIdentity( &m_matRotationDelta );
- D3DXMatrixIdentity( &m_matTranslation );
- D3DXMatrixIdentity( &m_matTranslationDelta );
- m_bDrag = FALSE;
- m_fRadiusTranslation = 1.0f;
- m_bRightHanded = FALSE;
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CD3DArcBall::SetWindow( int iWidth, int iHeight, float fRadius )
- {
- // Set ArcBall info
- m_iWidth = iWidth;
- m_iHeight = iHeight;
- m_fRadius = fRadius;
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- D3DXVECTOR3 CD3DArcBall::ScreenToVector( int sx, int sy )
- {
- // Scale to screen
- FLOAT x = -(sx - m_iWidth/2) / (m_fRadius*m_iWidth/2);
- FLOAT y = (sy - m_iHeight/2) / (m_fRadius*m_iHeight/2);
- if( m_bRightHanded )
- {
- x = -x;
- y = -y;
- }
- FLOAT z = 0.0f;
- FLOAT mag = x*x + y*y;
- if( mag > 1.0f )
- {
- FLOAT scale = 1.0f/sqrtf(mag);
- x *= scale;
- y *= scale;
- }
- else
- z = sqrtf( 1.0f - mag );
- // Return vector
- return D3DXVECTOR3( x, y, z );
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CD3DArcBall::SetRadius( FLOAT fRadius )
- {
- m_fRadiusTranslation = fRadius;
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- LRESULT CD3DArcBall::HandleMouseMessages( HWND hWnd, UINT uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- UNREFERENCED_PARAMETER( hWnd );
- static int iCurMouseX; // Saved mouse position
- static int iCurMouseY;
- static D3DXVECTOR3 s_vDown; // Button down vector
- // Current mouse position
- int iMouseX = GET_X_LPARAM(lParam);
- int iMouseY = GET_Y_LPARAM(lParam);
- switch( uMsg )
- {
- case WM_RBUTTONDOWN:
- case WM_MBUTTONDOWN:
- // Store off the position of the cursor when the button is pressed
- iCurMouseX = iMouseX;
- iCurMouseY = iMouseY;
- return TRUE;
- case WM_LBUTTONDOWN:
- // Start drag mode
- m_bDrag = TRUE;
- s_vDown = ScreenToVector( iMouseX, iMouseY );
- m_qDown = m_qNow;
- return TRUE;
- case WM_LBUTTONUP:
- // End drag mode
- m_bDrag = FALSE;
- return TRUE;
- case WM_MOUSEMOVE:
- // Drag object
- if( MK_LBUTTON&wParam )
- {
- if( m_bDrag )
- {
- // recompute m_qNow
- D3DXVECTOR3 vCur = ScreenToVector( iMouseX, iMouseY );
- D3DXQUATERNION qAxisToAxis;
- D3DXQuaternionAxisToAxis(&qAxisToAxis, &s_vDown, &vCur);
- m_qNow = m_qDown;
- m_qNow *= qAxisToAxis;
- D3DXMatrixRotationQuaternion(&m_matRotationDelta, &qAxisToAxis);
- }
- else
- D3DXMatrixIdentity(&m_matRotationDelta);
- D3DXMatrixRotationQuaternion(&m_matRotation, &m_qNow);
- m_bDrag = TRUE;
- }
- else if( (MK_RBUTTON&wParam) || (MK_MBUTTON&wParam) )
- {
- // Normalize based on size of window and bounding sphere radius
- FLOAT fDeltaX = ( iCurMouseX-iMouseX ) * m_fRadiusTranslation / m_iWidth;
- FLOAT fDeltaY = ( iCurMouseY-iMouseY ) * m_fRadiusTranslation / m_iHeight;
- if( wParam & MK_RBUTTON )
- {
- D3DXMatrixTranslation( &m_matTranslationDelta, -2*fDeltaX, 2*fDeltaY, 0.0f );
- D3DXMatrixMultiply( &m_matTranslation, &m_matTranslation, &m_matTranslationDelta );
- }
- else // wParam & MK_MBUTTON
- {
- D3DXMatrixTranslation( &m_matTranslationDelta, 0.0f, 0.0f, 5*fDeltaY );
- D3DXMatrixMultiply( &m_matTranslation, &m_matTranslation, &m_matTranslationDelta );
- }
- // Store mouse coordinate
- iCurMouseX = iMouseX;
- iCurMouseY = iMouseY;
- }
- return TRUE;
- }
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CD3DCamera::CD3DCamera()
- {
- // Set attributes for the view matrix
- D3DXVECTOR3 vEyePt(0.0f,0.0f,0.0f);
- D3DXVECTOR3 vLookatPt(0.0f,0.0f,1.0f);
- D3DXVECTOR3 vUpVec(0.0f,1.0f,0.0f);
- SetViewParams( vEyePt, vLookatPt, vUpVec );
- // Set attributes for the projection matrix
- SetProjParams( D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CD3DCamera::SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt,
- D3DXVECTOR3& vUpVec )
- {
- // Set attributes for the view matrix
- m_vEyePt = vEyePt;
- m_vLookatPt = vLookatPt;
- m_vUpVec = vUpVec;
- D3DXVECTOR3 vDir = m_vLookatPt - m_vEyePt;
- D3DXVec3Normalize( &m_vView, &vDir );
- D3DXVec3Cross( &m_vCross, &m_vView, &m_vUpVec );
- D3DXMatrixLookAtLH( &m_matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
- D3DXMatrixInverse( &m_matBillboard, NULL, &m_matView );
- m_matBillboard._41 = 0.0f;
- m_matBillboard._42 = 0.0f;
- m_matBillboard._43 = 0.0f;
- }
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CD3DCamera::SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane,
- FLOAT fFarPlane )
- {
- // Set attributes for the projection matrix
- m_fFOV = fFOV;
- m_fAspect = fAspect;
- m_fNearPlane = fNearPlane;
- m_fFarPlane = fFarPlane;
- D3DXMatrixPerspectiveFovLH( &m_matProj, fFOV, fAspect, fNearPlane, fFarPlane );
- }