d3dutil.h
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上传日期:2008-10-22
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- //-----------------------------------------------------------------------------
- // File: D3DUtil.h
- //
- // Desc: Helper functions and typing shortcuts for Direct3D programming.
- //
- // Copyright (c) Microsoft Corporation. All rights reserved
- //-----------------------------------------------------------------------------
- #ifndef D3DUTIL_H
- #define D3DUTIL_H
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_GetCubeMapViewMatrix()
- // Desc: Returns a view matrix for rendering to a face of a cubemap.
- //-----------------------------------------------------------------------------
- D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace );
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_GetRotationFromCursor()
- // Desc: Returns a quaternion for the rotation implied by the window's cursor
- // position.
- //-----------------------------------------------------------------------------
- D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd,
- FLOAT fTrackBallRadius=1.0f );
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_SetDeviceCursor
- // Desc: Builds and sets a cursor for the D3D device based on hCursor.
- //-----------------------------------------------------------------------------
- HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE9 pd3dDevice, HCURSOR hCursor,
- BOOL bAddWatermark );
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_D3DFormatToString
- // Desc: Returns the string for the given D3DFORMAT.
- // bWithPrefix determines whether the string should include the "D3DFMT_"
- //-----------------------------------------------------------------------------
- LPCTSTR D3DUtil_D3DFormatToString( D3DFORMAT format, bool bWithPrefix = true );
- //-----------------------------------------------------------------------------
- // Name: class CD3DArcBall
- // Desc:
- //-----------------------------------------------------------------------------
- class CD3DArcBall
- {
- public:
- CD3DArcBall();
- // Functions to change behavior
- void Reset();
- VOID SetTranslationRadius( FLOAT fRadiusTranslation ) { m_fRadiusTranslation = fRadiusTranslation; }
- void SetWindow( INT nWidth, INT nHeight, FLOAT fRadius = 0.9f ) { m_nWidth = nWidth; m_nHeight = nHeight; m_fRadius = fRadius; m_vCenter = D3DXVECTOR2(m_nWidth/2.0f,m_nHeight/2.0f); }
- // Call these from client and use GetRotationMatrix() to read new rotation matrix
- void OnBegin( int nX, int nY ); // start the rotation (pass current mouse position)
- void OnMove( int nX, int nY ); // continue the rotation (pass current mouse position)
- void OnEnd(); // end the rotation
- // Or call this to automatically handle left, middle, right buttons
- LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
- // Functions to get/set state
- D3DXMATRIX* GetRotationMatrix() { return D3DXMatrixRotationQuaternion(&m_mRotation, &m_qNow); };
- D3DXMATRIX* GetTranslationMatrix() { return &m_mTranslation; }
- D3DXMATRIX* GetTranslationDeltaMatrix() { return &m_mTranslationDelta; }
- BOOL IsBeingDragged() { return m_bDrag; }
- D3DXQUATERNION GetQuatNow() { return m_qNow; }
- void SetQuatNow( D3DXQUATERNION q ) { m_qNow = q; }
- protected:
- D3DXMATRIXA16 m_mRotation; // Matrix for arc ball's orientation
- D3DXMATRIXA16 m_mTranslation; // Matrix for arc ball's position
- D3DXMATRIXA16 m_mTranslationDelta; // Matrix for arc ball's position
- INT m_nWidth; // arc ball's window width
- INT m_nHeight; // arc ball's window height
- D3DXVECTOR2 m_vCenter; // center of arc ball
- FLOAT m_fRadius; // arc ball's radius in screen coords
- FLOAT m_fRadiusTranslation; // arc ball's radius for translating the target
- D3DXQUATERNION m_qDown; // Quaternion before button down
- D3DXQUATERNION m_qNow; // Composite quaternion for current drag
- BOOL m_bDrag; // Whether user is dragging arc ball
- POINT m_ptLastMouse; // position of last mouse point
- D3DXVECTOR3 m_vDownPt; // starting point of rotation arc
- D3DXVECTOR3 m_vCurrentPt; // current point of rotation arc
- D3DXQUATERNION QuatFromBallPoints( const D3DXVECTOR3 &vFrom, const D3DXVECTOR3 &vTo );
- D3DXVECTOR3 ScreenToVector( float fScreenPtX, float fScreenPtY );
- };
- //-----------------------------------------------------------------------------
- // Name: enum D3DUtil_CameraKeys
- // Desc: used by CCamera to map WM_KEYDOWN keys
- //-----------------------------------------------------------------------------
- enum D3DUtil_CameraKeys
- {
- CAM_STRAFE_LEFT = 0,
- CAM_STRAFE_RIGHT,
- CAM_MOVE_FORWARD,
- CAM_MOVE_BACKWARD,
- CAM_MOVE_UP,
- CAM_MOVE_DOWN,
- CAM_RESET,
- CAM_MAX_KEYS,
- CAM_UNKNOWN = 0xFF
- };
- #define KEY_WAS_DOWN_MASK 0x80
- #define KEY_IS_DOWN_MASK 0x01
- #define MOUSE_LEFT_BUTTON 0x01
- #define MOUSE_MIDDLE_BUTTON 0x02
- #define MOUSE_RIGHT_BUTTON 0x04
- #define MOUSE_WHEEL 0x08
- //-----------------------------------------------------------------------------
- // Name: class CBaseCamera
- // Desc: Simple base camera class that moves and rotates. The base class
- // records mouse and keyboard input for use by a derieved class, and
- // keeps common state.
- //-----------------------------------------------------------------------------
- class CBaseCamera
- {
- public:
- CBaseCamera();
- // Call these from client and use Get*Matrix() to read new matrices
- virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
- virtual VOID FrameMove( FLOAT fElapsedTime ) = 0;
- // Functions to change camera matrices
- virtual void Reset();
- VOID SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt );
- VOID SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane );
- // Functions to change behavior
- VOID SetInvertPitch( bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; }
- VOID SetDrag( bool bMovementDrag, FLOAT fTotalDragTimeToZero = 0.25f ) { m_bMovementDrag = bMovementDrag; m_fTotalDragTimeToZero = fTotalDragTimeToZero; }
- VOID SetEnableYAxisMovement( bool bEnableYAxisMovement ) { m_bEnableYAxisMovement = bEnableYAxisMovement; }
- VOID SetEnablePositionMovement( bool bEnablePositionMovement ) { m_bEnablePositionMovement = bEnablePositionMovement; }
- VOID SetClipToBoundary( bool bClipToBoundary, D3DXVECTOR3* pvMinBoundary, D3DXVECTOR3* pvMaxBoundary ) { m_bClipToBoundary = bClipToBoundary; if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary; if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary; }
- VOID SetScalers( FLOAT fRotationScaler = 0.01f, FLOAT fMoveScaler = 5.0f ) { m_fRotationScaler = fRotationScaler; m_fMoveScaler = fMoveScaler; }
- VOID SetNumberOfFramesToSmoothMouseData( int nFrames ) { if( nFrames > 0 ) m_fFramesToSmoothMouseData = (float)nFrames; }
- VOID SetResetCursorAfterMove( bool bResetCursorAfterMove ) { m_bResetCursorAfterMove = bResetCursorAfterMove; }
- // Functions to get state
- D3DXMATRIX* GetViewMatrix() { return &m_mView; }
- D3DXMATRIX* GetProjMatrix() { return &m_mProj; }
- bool IsBeingDragged() { return (m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown); }
- bool IsMouseLButtonDown() { return m_bMouseLButtonDown; }
- bool IsMouseMButtonDown() { return m_bMouseMButtonDown; }
- bool IsMouseRButtonDown() { return m_bMouseRButtonDown; }
- protected:
- // Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum
- virtual D3DUtil_CameraKeys MapKey( UINT nKey );
- BOOL IsKeyDown( BYTE key ) { return( (key & KEY_IS_DOWN_MASK) == KEY_IS_DOWN_MASK ); }
- BOOL WasKeyDown( BYTE key ) { return( (key & KEY_WAS_DOWN_MASK) == KEY_WAS_DOWN_MASK ); }
- void ConstrainToBoundary( D3DXVECTOR3* pV );
- void UpdateMouseDelta( float fElapsedTime );
- void UpdateVelocity( float fElapsedTime );
- D3DXMATRIX m_mView; // View matrix
- D3DXMATRIX m_mProj; // Projection matrix
- BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK
- POINT m_ptLastMousePosition; // Last absolute postion of mouse cursor
- bool m_bMouseLButtonDown; // True if left button is down
- bool m_bMouseMButtonDown; // True if middle button is down
- bool m_bMouseRButtonDown; // True if right button is down
- int m_nCurrentButtonMask; // mask of which buttons are down
- int m_nMouseWheelDelta; // Amount of middle wheel scroll (+/-)
- D3DXVECTOR2 m_vMouseDelta; // Mouse relative delta smoothed over a few frames
- float m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over
- D3DXVECTOR3 m_vDefaultEye; // Default camera eye position
- D3DXVECTOR3 m_vDefaultLookAt; // Default LookAt position
- D3DXVECTOR3 m_vEye; // Camera eye position
- D3DXVECTOR3 m_vLookAt; // LookAt position
- float m_fCameraYawAngle; // Yaw angle of camera
- float m_fCameraPitchAngle; // Pitch angle of camera
- D3DXVECTOR3 m_vVelocity; // Velocity of camera
- bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant
- D3DXVECTOR3 m_vVelocityDrag; // Velocity drag force
- FLOAT m_fDragTimer; // Countdown timer to apply drag
- FLOAT m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0
- D3DXVECTOR2 m_vRotVelocity; // Velocity of camera
- float m_fFOV; // Field of view
- float m_fAspect; // Aspect ratio
- float m_fNearPlane; // Near plane
- float m_fFarPlane; // Far plane
- float m_fRotationScaler; // Scaler for rotation
- float m_fMoveScaler; // Scaler for movement
- bool m_bInvertPitch; // Invert the pitch axis
- bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model
- bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis
- bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary
- D3DXVECTOR3 m_vMinBoundary; // Min point in clip boundary
- D3DXVECTOR3 m_vMaxBoundary; // Max point in clip boundary
- bool m_bResetCursorAfterMove;// If true, the class will reset the cursor position so that the cursor always has space to move
- };
- //-----------------------------------------------------------------------------
- // Name: class CFirstPersonCamera
- // Desc: Simple first person camera class that moves and rotates.
- // It allows yaw and pitch but not roll. It uses WM_KEYDOWN and
- // GetCursorPos() to respond to keyboard and mouse input and updates the
- // view matrix based on input.
- //-----------------------------------------------------------------------------
- class CFirstPersonCamera : public CBaseCamera
- {
- public:
- CFirstPersonCamera();
- // Call these from client and use Get*Matrix() to read new matrices
- virtual VOID FrameMove( FLOAT fElapsedTime );
- // Functions to get state
- D3DXVECTOR3 GetWorldRight() { return D3DXVECTOR3( m_mCameraWorld._11, m_mCameraWorld._12, m_mCameraWorld._13 ); }
- D3DXVECTOR3 GetWorldUp() { return D3DXVECTOR3( m_mCameraWorld._21, m_mCameraWorld._22, m_mCameraWorld._23 ); }
- D3DXVECTOR3 GetWorldAhead() { return D3DXVECTOR3( m_mCameraWorld._31, m_mCameraWorld._32, m_mCameraWorld._33 ); }
- D3DXVECTOR3 GetEyePt() { return D3DXVECTOR3( m_mCameraWorld._41, m_mCameraWorld._42, m_mCameraWorld._43 ); }
- protected:
- D3DXMATRIX m_mCameraWorld; // World matrix of the camera (inverse of the view matrix)
- };
- //-----------------------------------------------------------------------------
- // Name: class CModelViewerCamera
- // Desc:
- //-----------------------------------------------------------------------------
- class CModelViewerCamera : public CBaseCamera
- {
- public:
- CModelViewerCamera();
- // Call these from client and use Get*Matrix() to read new matrices
- virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
- virtual VOID FrameMove( FLOAT fElapsedTime );
- // Functions to change behavior
- void Reset();
- VOID SetButtonMasks( int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, int nZoomButtonMask = MOUSE_WHEEL, int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON ) { m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask; m_nRotateCameraButtonMask = nRotateCameraButtonMask; }
- VOID SetWindow( int nWidth, int nHeight, float fArcballRadius=0.9f ) { m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); }
- VOID SetRadius( float fDefaultRadius=5.0f, float fMinRadius=1.0f, float fMaxRadius=FLT_MAX ) { m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius; }
- VOID SetModelCenter( D3DXVECTOR3 vModelCenter ) { m_vModelCenter = vModelCenter; }
- VOID SetLimitPitch( bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; }
- VOID SetViewQuat( D3DXQUATERNION q ) { m_ViewArcBall.SetQuatNow( q ); }
- VOID SetWorldQuat( D3DXQUATERNION q ) { m_WorldArcBall.SetQuatNow( q ); }
- // Functions to get state
- D3DXMATRIX* GetWorldMatrix() { return &m_mWorld; }
- protected:
- CD3DArcBall m_WorldArcBall;
- CD3DArcBall m_ViewArcBall;
- D3DXVECTOR3 m_vModelCenter;
- D3DXMATRIX m_mModelLastRot; // Last arcball rotation matrix for model
- D3DXMATRIX m_mModelRot; // Rotation matrix of model
- D3DXMATRIX m_mWorld; // World matrix of model
- int m_nRotateModelButtonMask;
- int m_nZoomButtonMask;
- int m_nRotateCameraButtonMask;
- bool m_bLimitPitch;
- float m_fRadius; // Distance from the camera to model
- float m_fDefaultRadius; // Distance from the camera to model
- float m_fMinRadius; // Min radius
- float m_fMaxRadius; // Max radius
- };
- #endif