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898 lines
29 KiB
898 lines
29 KiB
/*****************************************************************************\
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FILE: util.cpp
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DESCRIPTION:
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BryanSt 12/22/2000
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Copyright (C) Microsoft Corp 2000-2001. All rights reserved.
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\*****************************************************************************/
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#include "stdafx.h"
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#include "..\\d3dsaver\\dxutil.h"
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#define SECURITY_WIN32
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#include <sspi.h>
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extern "C" {
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#include <Secext.h> // for GetUserNameEx()
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}
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// Define some things for debug.h
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//
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#define SZ_DEBUGINI "ccshell.ini"
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#define SZ_DEBUGSECTION "MSMUSEUM"
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#define SZ_MODULE "MSMUSEUM"
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#define DECLARE_DEBUG
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#undef __IShellFolder2_FWD_DEFINED__
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#include <ccstock.h>
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#include <debug.h>
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#include "util.h"
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BOOL g_fOverheadViewTest = FALSE;
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#ifdef DEBUG
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DWORD g_TLSliStopWatchStartHi = 0xFFFFFFFF;
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DWORD g_TLSliStopWatchStartLo = 0xFFFFFFFF;
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LARGE_INTEGER g_liStopWatchFreq = {0};
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#endif // DEBUG
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/////////////////////////////////////////////////////////////////////
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// Debug Timing Helpers
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/////////////////////////////////////////////////////////////////////
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#ifdef DEBUG
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void DebugStartWatch(void)
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{
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LARGE_INTEGER liStopWatchStart;
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if (-1 == g_TLSliStopWatchStartHi)
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{
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g_TLSliStopWatchStartHi = TlsAlloc();
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g_TLSliStopWatchStartLo = TlsAlloc();
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liStopWatchStart.QuadPart = 0;
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QueryPerformanceFrequency(&g_liStopWatchFreq); // Only a one time call since it's value can't change while the system is running.
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}
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else
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{
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liStopWatchStart.HighPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartHi));
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liStopWatchStart.LowPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartLo));
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}
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QueryPerformanceCounter(&liStopWatchStart);
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TlsSetValue(g_TLSliStopWatchStartHi, IntToPtr(liStopWatchStart.HighPart));
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TlsSetValue(g_TLSliStopWatchStartLo, IntToPtr(liStopWatchStart.LowPart));
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}
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DWORD DebugStopWatch(void)
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{
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LARGE_INTEGER liDiff;
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LARGE_INTEGER liStopWatchStart;
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QueryPerformanceCounter(&liDiff);
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liStopWatchStart.HighPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartHi));
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liStopWatchStart.LowPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartLo));
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liDiff.QuadPart -= liStopWatchStart.QuadPart;
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DWORD dwTime = (DWORD)((liDiff.QuadPart * 1000) / g_liStopWatchFreq.QuadPart);
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TlsSetValue(g_TLSliStopWatchStartHi, (LPVOID) 0);
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TlsSetValue(g_TLSliStopWatchStartLo, (LPVOID) 0);
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return dwTime;
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}
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#else // DEBUG
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void DebugStartWatch(void)
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{
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}
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DWORD DebugStopWatch(void)
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{
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return 0;
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}
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#endif // DEBUG
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float rnd(void)
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{
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return (((FLOAT)rand() ) / RAND_MAX);
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}
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int GetRandomInt(int nMin, int nMax)
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{
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int nDelta = (nMax - nMin + 1);
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float fRandom = (((float) rand()) / ((float) RAND_MAX));
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float fDelta = (fRandom * nDelta);
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int nAmount = (int)(fDelta);
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nAmount = min(nAmount, nDelta - 1);
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return (nMin + nAmount);
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}
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HRESULT SetBoxStripVertexes(MYVERTEX * ppvVertexs, D3DXVECTOR3 vLocation, D3DXVECTOR3 vSize, D3DXVECTOR3 vNormal)
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{
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HRESULT hr = S_OK;
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float fTextureScale = 1.0f; // How many repeats per 1 unit.
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// Draw Object
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if (vNormal.x) // The object is in the y-z plane
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{
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ppvVertexs[0] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z), vNormal, 0, fTextureScale);
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ppvVertexs[1] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y + vSize.y, vLocation.z), vNormal, 0, 0);
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ppvVertexs[2] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z + vSize.z), vNormal, fTextureScale, fTextureScale);
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ppvVertexs[3] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y + vSize.y, vLocation.z + vSize.z), vNormal, fTextureScale, 0);
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}
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else if (vNormal.y) // The object is in the x-z plane
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{
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ppvVertexs[0] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z), vNormal, 0, fTextureScale);
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ppvVertexs[1] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z + vSize.z), vNormal, 0, 0);
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ppvVertexs[2] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y, vLocation.z), vNormal, fTextureScale, fTextureScale);
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ppvVertexs[3] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y, vLocation.z + vSize.z), vNormal, fTextureScale, 0);
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}
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else
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{ // The object is in the x-y plane
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ppvVertexs[0] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z), vNormal, 0, fTextureScale);
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ppvVertexs[1] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y + vSize.y, vLocation.z), vNormal, 0, 0);
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ppvVertexs[2] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y, vLocation.z), vNormal, fTextureScale, fTextureScale);
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ppvVertexs[3] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y + vSize.y, vLocation.z), vNormal, fTextureScale, 0);
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}
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return hr;
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}
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float AddVectorComponents(D3DXVECTOR3 vDir)
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{
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return (vDir.x + vDir.y + vDir.z);
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}
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int CALLBACK DPALocalFree_Callback(LPVOID p, LPVOID pData)
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{
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LocalFree(p); // NULLs will be ignored.
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return 1;
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}
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int CALLBACK DPAStrCompare(void * pv1, void * pv2, LPARAM lParam)
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{
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LPCTSTR pszSearch = (LPCTSTR) pv1;
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LPCTSTR pszCurrent = (LPCTSTR) pv2;
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if (pszSearch && pszCurrent &&
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!StrCmpI(pszSearch, pszCurrent))
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{
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return 0; // They match
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}
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return 1;
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}
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float GetSurfaceRatio(IDirect3DTexture8 * pTexture)
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{
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float fX = 1.0f;
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float fY = 1.0f;
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if (pTexture)
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{
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D3DSURFACE_DESC desc;
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if (SUCCEEDED(pTexture->GetLevelDesc(0, &desc)))
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{
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fX = (float) desc.Width;
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fY = (float) desc.Height;
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}
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}
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if (0.0f == fX)
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{
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fX = 1.0f; // Protect from zero divides
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}
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return (fY / fX);
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}
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int GetTextureHeight(IDirect3DTexture8 * pTexture)
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{
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int nHeight = 0;
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if (pTexture)
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{
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D3DSURFACE_DESC desc;
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if (SUCCEEDED(pTexture->GetLevelDesc(0, &desc)))
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{
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nHeight = desc.Height;
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}
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}
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return nHeight;
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}
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int GetTextureWidth(IDirect3DTexture8 * pTexture)
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{
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int nWidth = 0;
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if (pTexture)
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{
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D3DSURFACE_DESC desc;
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if (SUCCEEDED(pTexture->GetLevelDesc(0, &desc)))
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{
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nWidth = desc.Width;
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}
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}
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return nWidth;
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}
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/////////////////////////////////////////////////////////////////////
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// Registry Helpers
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/////////////////////////////////////////////////////////////////////
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HRESULT HrRegOpenKeyEx(HKEY hKey, LPCTSTR lpSubKey, DWORD ulOptions, REGSAM samDesired, PHKEY phkResult)
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{
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DWORD dwError = RegOpenKeyEx(hKey, lpSubKey, ulOptions, samDesired, phkResult);
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return HRESULT_FROM_WIN32(dwError);
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}
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HRESULT HrRegCreateKeyEx(HKEY hKey, LPCTSTR lpSubKey, DWORD Reserved, LPTSTR lpClass, DWORD dwOptions,
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REGSAM samDesired, LPSECURITY_ATTRIBUTES lpSecurityAttributes, PHKEY phkResult, LPDWORD lpdwDisposition)
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{
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DWORD dwError = RegCreateKeyEx(hKey, lpSubKey, Reserved, lpClass, dwOptions, samDesired, lpSecurityAttributes, phkResult, lpdwDisposition);
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return HRESULT_FROM_WIN32(dwError);
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}
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HRESULT HrSHGetValue(IN HKEY hKey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, OPTIONAL OUT LPDWORD pdwType,
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OPTIONAL OUT LPVOID pvData, OPTIONAL OUT LPDWORD pcbData)
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{
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DWORD dwError = SHGetValue(hKey, pszSubKey, pszValue, pdwType, pvData, pcbData);
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return HRESULT_FROM_WIN32(dwError);
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}
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HRESULT HrSHSetValue(IN HKEY hkey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, DWORD dwType, OPTIONAL OUT LPVOID pvData, IN DWORD cbData)
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{
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DWORD dwError = SHSetValue(hkey, pszSubKey, pszValue, dwType, pvData, cbData);
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return HRESULT_FROM_WIN32(dwError);
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}
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HRESULT HrRegSetValueString(IN HKEY hKey, IN LPCTSTR pszSubKey, IN LPCTSTR pszValueName, OUT LPCWSTR pszString)
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{
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DWORD cbSize = ((lstrlenW(pszString) + 1) * sizeof(pszString[0]));
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return HrSHSetValue(hKey, pszSubKey, pszValueName, REG_SZ, (BYTE *)pszString, cbSize);
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}
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HRESULT HrRegGetValueString(IN HKEY hKey, IN LPCTSTR pszSubKey, IN LPCTSTR pszValueName, IN LPWSTR pszString, IN DWORD cchSize)
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{
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DWORD dwType;
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DWORD cbSize = (cchSize * sizeof(pszString[0]));
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HRESULT hr = HrSHGetValue(hKey, pszSubKey, pszValueName, &dwType, (BYTE *)pszString, &cbSize);
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if (SUCCEEDED(hr) && (REG_SZ != dwType))
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{
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hr = E_FAIL;
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}
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return hr;
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}
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HRESULT HrRegGetDWORD(IN HKEY hKey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, LPDWORD pdwValue, DWORD dwDefaultValue)
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{
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DWORD dwType;
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DWORD cbSize = sizeof(*pdwValue);
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HRESULT hr = HrSHGetValue(hKey, pszSubKey, pszValue, &dwType, (void *) pdwValue, &cbSize);
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if (FAILED(hr))
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{
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*pdwValue = dwDefaultValue;
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hr = S_OK;
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}
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return hr;
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}
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HRESULT HrRegSetDWORD(IN HKEY hKey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, DWORD dwValue)
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{
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return HrSHSetValue(hKey, pszSubKey, pszValue, REG_DWORD, (void *) &dwValue, sizeof(dwValue));
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}
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// UI Wrappers
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void SetCheckBox(HWND hwndDlg, UINT idControl, BOOL fChecked)
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{
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SendMessage((HWND)GetDlgItem(hwndDlg, idControl), BM_SETCHECK, (WPARAM)fChecked, 0);
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}
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BOOL GetCheckBox(HWND hwndDlg, UINT idControl)
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{
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return (BST_CHECKED == SendMessage((HWND)GetDlgItem(hwndDlg, idControl), BM_GETCHECK, 0, 0));
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}
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HRESULT ShellFolderParsePath(LPCWSTR pszPath, LPITEMIDLIST * ppidl)
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{
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IShellFolder * psf;
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HRESULT hr = SHGetDesktopFolder(&psf);
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if (SUCCEEDED(hr))
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{
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hr = psf->ParseDisplayName(NULL, NULL, (LPOLESTR) pszPath, NULL, ppidl, NULL);
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psf->Release();
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}
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return hr;
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}
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HRESULT ShellFolderGetPath(LPCITEMIDLIST pidl, LPWSTR pszPath, DWORD cchSize)
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{
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IShellFolder * psf;
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HRESULT hr = SHGetDesktopFolder(&psf);
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if (SUCCEEDED(hr))
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{
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IShellFolder * psfFolder;
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LPITEMIDLIST pidlParent = ILCloneParent(pidl);
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if (pidlParent)
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{
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hr = psf->BindToObject(pidlParent, NULL, IID_IShellFolder, (void **) &psfFolder);
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if (SUCCEEDED(hr))
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{
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STRRET strRet = {0};
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LPITEMIDLIST pidlLast = ILFindLastID(pidl);
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hr = psfFolder->GetDisplayNameOf(pidlLast, (SHGDN_NORMAL | SHGDN_FORPARSING), &strRet);
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if (SUCCEEDED(hr))
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{
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hr = StrRetToBuf(&strRet, pidlLast, pszPath, cchSize);
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}
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psfFolder->Release();
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}
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ILFree(pidlParent);
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}
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else
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{
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hr = E_OUTOFMEMORY;
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}
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psf->Release();
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}
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return hr;
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}
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BOOL PathDeleteDirectoryRecursively(LPCTSTR pszDir)
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{
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BOOL fReturn = FALSE;
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HANDLE hFind;
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WIN32_FIND_DATA wfd;
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TCHAR szTemp[MAX_PATH];
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StrCpyN(szTemp, pszDir, ARRAYSIZE(szTemp));
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PathAppend(szTemp, TEXT("*.*"));
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hFind = FindFirstFile(szTemp, &wfd);
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if (INVALID_HANDLE_VALUE != hFind)
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{
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do
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{
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if (!PathIsDotOrDotDot(wfd.cFileName))
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{
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// build the path of the directory or file found
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StrCpyN(szTemp, pszDir, ARRAYSIZE(szTemp));
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PathAppend(szTemp, wfd.cFileName);
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if (FILE_ATTRIBUTE_DIRECTORY & wfd.dwFileAttributes)
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{
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// We found a directory - call this function recursively
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// Note that since we use recursion, this can only go so far
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// before it blows the stack. If you plan on going into deep
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// directories, put szTemp above on the heap.
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fReturn = PathDeleteDirectoryRecursively(szTemp);
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}
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else
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{
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DeleteFile(szTemp);
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}
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}
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}
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while (FindNextFile(hFind, &wfd));
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FindClose(hFind);
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}
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fReturn = RemoveDirectory(pszDir);
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return fReturn;
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}
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ULONGLONG PathGetFileSize(LPCTSTR pszPath)
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{
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ULONGLONG ullResult = 0;
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HANDLE hFile = CreateFile(pszPath, GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
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if (INVALID_HANDLE_VALUE != hFile)
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{
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LARGE_INTEGER liFileSize;
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if (GetFileSizeEx(hFile, &liFileSize))
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{
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ullResult = liFileSize.QuadPart;
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}
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CloseHandle(hFile);
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}
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return ullResult;
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}
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void PrintLocation(LPTSTR pszTemplate, D3DXVECTOR3 vLoc, D3DXVECTOR3 vTangent)
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{
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TCHAR szOut[1024];
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TCHAR szVector1[90];
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TCHAR szVector2[90];
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TCHAR szFloat1[20];
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TCHAR szFloat2[20];
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TCHAR szFloat3[20];
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FloatToString(vLoc.x, 4, szFloat1, ARRAYSIZE(szFloat1));
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FloatToString(vLoc.y, 4, szFloat2, ARRAYSIZE(szFloat2));
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FloatToString(vLoc.z, 4, szFloat3, ARRAYSIZE(szFloat3));
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wnsprintf(szVector1, ARRAYSIZE(szVector1), TEXT("<%s, %s, %s>"), szFloat1, szFloat2, szFloat3);
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FloatToString(vTangent.x, 4, szFloat1, ARRAYSIZE(szFloat1));
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FloatToString(vTangent.y, 4, szFloat2, ARRAYSIZE(szFloat2));
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FloatToString(vTangent.z, 4, szFloat3, ARRAYSIZE(szFloat3));
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wnsprintf(szVector2, ARRAYSIZE(szVector2), TEXT("<%s, %s, %s>\n"), szFloat1, szFloat2, szFloat3);
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wnsprintf(szOut, ARRAYSIZE(szOut), pszTemplate, szVector1, szVector2);
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DXUtil_Trace(szOut);
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}
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//-----------------------------------------------------------------------------
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// Name: UpdateCullInfo()
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// Desc: Sets up the frustum planes, endpoints, and center for the frustum
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// defined by a given view matrix and projection matrix. This info will
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// be used when culling each object in CullObject().
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//-----------------------------------------------------------------------------
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VOID UpdateCullInfo( CULLINFO* pCullInfo, D3DXMATRIX* pMatView, D3DXMATRIX* pMatProj )
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{
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D3DXMATRIX mat;
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D3DXMatrixMultiply( &mat, pMatView, pMatProj );
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D3DXMatrixInverse( &mat, NULL, &mat );
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pCullInfo->vecFrustum[0] = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // xyz
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pCullInfo->vecFrustum[1] = D3DXVECTOR3( 1.0f, -1.0f, 0.0f); // Xyz
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|
pCullInfo->vecFrustum[2] = D3DXVECTOR3(-1.0f, 1.0f, 0.0f); // xYz
|
|
pCullInfo->vecFrustum[3] = D3DXVECTOR3( 1.0f, 1.0f, 0.0f); // XYz
|
|
pCullInfo->vecFrustum[4] = D3DXVECTOR3(-1.0f, -1.0f, 1.0f); // xyZ
|
|
pCullInfo->vecFrustum[5] = D3DXVECTOR3( 1.0f, -1.0f, 1.0f); // XyZ
|
|
pCullInfo->vecFrustum[6] = D3DXVECTOR3(-1.0f, 1.0f, 1.0f); // xYZ
|
|
pCullInfo->vecFrustum[7] = D3DXVECTOR3( 1.0f, 1.0f, 1.0f); // XYZ
|
|
|
|
pCullInfo->vecFrustumCenter = D3DXVECTOR3(0, 0, 0);
|
|
for( INT i = 0; i < 8; i++ )
|
|
{
|
|
D3DXVec3TransformCoord( &pCullInfo->vecFrustum[i], &pCullInfo->vecFrustum[i], &mat );
|
|
pCullInfo->vecFrustumCenter += pCullInfo->vecFrustum[i];
|
|
}
|
|
pCullInfo->vecFrustumCenter /= 8;
|
|
|
|
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[0], &pCullInfo->vecFrustum[0],
|
|
&pCullInfo->vecFrustum[1], &pCullInfo->vecFrustum[2] ); // Near
|
|
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[1], &pCullInfo->vecFrustum[6],
|
|
&pCullInfo->vecFrustum[7], &pCullInfo->vecFrustum[5] ); // Far
|
|
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[2], &pCullInfo->vecFrustum[2],
|
|
&pCullInfo->vecFrustum[6], &pCullInfo->vecFrustum[4] ); // Left
|
|
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[3], &pCullInfo->vecFrustum[7],
|
|
&pCullInfo->vecFrustum[3], &pCullInfo->vecFrustum[5] ); // Right
|
|
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[4], &pCullInfo->vecFrustum[2],
|
|
&pCullInfo->vecFrustum[3], &pCullInfo->vecFrustum[6] ); // Top
|
|
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[5], &pCullInfo->vecFrustum[1],
|
|
&pCullInfo->vecFrustum[0], &pCullInfo->vecFrustum[4] ); // Bottom
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: CullObject()
|
|
// Desc: Determine the cullstate for an object.
|
|
//-----------------------------------------------------------------------------
|
|
CULLSTATE CullObject( CULLINFO* pCullInfo, D3DXVECTOR3* pVecBounds,
|
|
D3DXPLANE* pPlaneBounds )
|
|
{
|
|
BYTE bOutside[8];
|
|
ZeroMemory( &bOutside, sizeof(bOutside) );
|
|
|
|
// Check boundary vertices against all 6 frustum planes,
|
|
// and store result (1 if outside) in a bitfield
|
|
for( int iPoint = 0; iPoint < 8; iPoint++ )
|
|
{
|
|
for( int iPlane = 0; iPlane < 6; iPlane++ )
|
|
{
|
|
if( pCullInfo->planeFrustum[iPlane].a * pVecBounds[iPoint].x +
|
|
pCullInfo->planeFrustum[iPlane].b * pVecBounds[iPoint].y +
|
|
pCullInfo->planeFrustum[iPlane].c * pVecBounds[iPoint].z +
|
|
pCullInfo->planeFrustum[iPlane].d < 0)
|
|
{
|
|
bOutside[iPoint] |= (1 << iPlane);
|
|
}
|
|
}
|
|
// If any point is inside all 6 frustum planes, it is inside
|
|
// the frustum, so the object must be rendered.
|
|
if( bOutside[iPoint] == 0 )
|
|
return CS_INSIDE;
|
|
}
|
|
|
|
// If all points are outside any single frustum plane, the object is
|
|
// outside the frustum
|
|
if( (bOutside[0] & bOutside[1] & bOutside[2] & bOutside[3] &
|
|
bOutside[4] & bOutside[5] & bOutside[6] & bOutside[7]) != 0 )
|
|
{
|
|
return CS_OUTSIDE;
|
|
}
|
|
|
|
// Now see if any of the frustum edges penetrate any of the faces of
|
|
// the bounding box
|
|
D3DXVECTOR3 edge[12][2] =
|
|
{
|
|
pCullInfo->vecFrustum[0], pCullInfo->vecFrustum[1], // front bottom
|
|
pCullInfo->vecFrustum[2], pCullInfo->vecFrustum[3], // front top
|
|
pCullInfo->vecFrustum[0], pCullInfo->vecFrustum[2], // front left
|
|
pCullInfo->vecFrustum[1], pCullInfo->vecFrustum[3], // front right
|
|
pCullInfo->vecFrustum[4], pCullInfo->vecFrustum[5], // back bottom
|
|
pCullInfo->vecFrustum[6], pCullInfo->vecFrustum[7], // back top
|
|
pCullInfo->vecFrustum[4], pCullInfo->vecFrustum[6], // back left
|
|
pCullInfo->vecFrustum[5], pCullInfo->vecFrustum[7], // back right
|
|
pCullInfo->vecFrustum[0], pCullInfo->vecFrustum[4], // left bottom
|
|
pCullInfo->vecFrustum[2], pCullInfo->vecFrustum[6], // left top
|
|
pCullInfo->vecFrustum[1], pCullInfo->vecFrustum[5], // right bottom
|
|
pCullInfo->vecFrustum[3], pCullInfo->vecFrustum[7], // right top
|
|
};
|
|
D3DXVECTOR3 face[6][4] =
|
|
{
|
|
pVecBounds[0], pVecBounds[2], pVecBounds[3], pVecBounds[1], // front
|
|
pVecBounds[4], pVecBounds[5], pVecBounds[7], pVecBounds[6], // back
|
|
pVecBounds[0], pVecBounds[4], pVecBounds[6], pVecBounds[2], // left
|
|
pVecBounds[1], pVecBounds[3], pVecBounds[7], pVecBounds[5], // right
|
|
pVecBounds[2], pVecBounds[6], pVecBounds[7], pVecBounds[3], // top
|
|
pVecBounds[0], pVecBounds[4], pVecBounds[5], pVecBounds[1], // bottom
|
|
};
|
|
D3DXVECTOR3* pEdge;
|
|
D3DXVECTOR3* pFace;
|
|
pEdge = &edge[0][0];
|
|
for( INT iEdge = 0; iEdge < 12; iEdge++ )
|
|
{
|
|
pFace = &face[0][0];
|
|
for( INT iFace = 0; iFace < 6; iFace++ )
|
|
{
|
|
if( EdgeIntersectsFace( pEdge, pFace, &pPlaneBounds[iFace] ) )
|
|
{
|
|
return CS_INSIDE_SLOW;
|
|
}
|
|
pFace += 4;
|
|
}
|
|
pEdge += 2;
|
|
}
|
|
|
|
// Now see if frustum is contained in bounding box
|
|
// If the frustum center is outside any plane of the bounding box,
|
|
// the frustum is not contained in the bounding box, so the object
|
|
// is outside the frustum
|
|
for( INT iPlane = 0; iPlane < 6; iPlane++ )
|
|
{
|
|
if( pPlaneBounds[iPlane].a * pCullInfo->vecFrustumCenter.x +
|
|
pPlaneBounds[iPlane].b * pCullInfo->vecFrustumCenter.y +
|
|
pPlaneBounds[iPlane].c * pCullInfo->vecFrustumCenter.z +
|
|
pPlaneBounds[iPlane].d < 0 )
|
|
{
|
|
return CS_OUTSIDE_SLOW;
|
|
}
|
|
}
|
|
|
|
// Bounding box must contain the frustum, so render the object
|
|
return CS_INSIDE_SLOW;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: EdgeIntersectsFace()
|
|
// Desc: Determine if the edge bounded by the two vectors in pEdges intersects
|
|
// the quadrilateral described by the four vectors in pFacePoints.
|
|
// Note: pPlanePoints could be derived from pFacePoints using
|
|
// D3DXPlaneFromPoints, but it is precomputed in advance for greater
|
|
// speed.
|
|
//-----------------------------------------------------------------------------
|
|
BOOL EdgeIntersectsFace( D3DXVECTOR3* pEdges, D3DXVECTOR3* pFacePoints,
|
|
D3DXPLANE* pPlane )
|
|
{
|
|
// If both edge points are on the same side of the plane, the edge does
|
|
// not intersect the face
|
|
FLOAT fDist1;
|
|
FLOAT fDist2;
|
|
fDist1 = pPlane->a * pEdges[0].x + pPlane->b * pEdges[0].y +
|
|
pPlane->c * pEdges[0].z + pPlane->d;
|
|
fDist2 = pPlane->a * pEdges[1].x + pPlane->b * pEdges[1].y +
|
|
pPlane->c * pEdges[1].z + pPlane->d;
|
|
if( fDist1 > 0 && fDist2 > 0 ||
|
|
fDist1 < 0 && fDist2 < 0 )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// Find point of intersection between edge and face plane (if they're
|
|
// parallel, edge does not intersect face and D3DXPlaneIntersectLine
|
|
// returns NULL)
|
|
D3DXVECTOR3 ptIntersection;
|
|
if( NULL == D3DXPlaneIntersectLine( &ptIntersection, pPlane, &pEdges[0], &pEdges[1] ) )
|
|
return FALSE;
|
|
|
|
// Project onto a 2D plane to make the pt-in-poly test easier
|
|
FLOAT fAbsA = (pPlane->a > 0 ? pPlane->a : -pPlane->a);
|
|
FLOAT fAbsB = (pPlane->b > 0 ? pPlane->b : -pPlane->b);
|
|
FLOAT fAbsC = (pPlane->c > 0 ? pPlane->c : -pPlane->c);
|
|
D3DXVECTOR2 facePoints[4];
|
|
D3DXVECTOR2 point;
|
|
if( fAbsA > fAbsB && fAbsA > fAbsC )
|
|
{
|
|
// Plane is mainly pointing along X axis, so use Y and Z
|
|
for( INT i = 0; i < 4; i++)
|
|
{
|
|
facePoints[i].x = pFacePoints[i].y;
|
|
facePoints[i].y = pFacePoints[i].z;
|
|
}
|
|
point.x = ptIntersection.y;
|
|
point.y = ptIntersection.z;
|
|
}
|
|
else if( fAbsB > fAbsA && fAbsB > fAbsC )
|
|
{
|
|
// Plane is mainly pointing along Y axis, so use X and Z
|
|
for( INT i = 0; i < 4; i++)
|
|
{
|
|
facePoints[i].x = pFacePoints[i].x;
|
|
facePoints[i].y = pFacePoints[i].z;
|
|
}
|
|
point.x = ptIntersection.x;
|
|
point.y = ptIntersection.z;
|
|
}
|
|
else
|
|
{
|
|
// Plane is mainly pointing along Z axis, so use X and Y
|
|
for( INT i = 0; i < 4; i++)
|
|
{
|
|
facePoints[i].x = pFacePoints[i].x;
|
|
facePoints[i].y = pFacePoints[i].y;
|
|
}
|
|
point.x = ptIntersection.x;
|
|
point.y = ptIntersection.y;
|
|
}
|
|
|
|
// If point is on the outside of any of the face edges, it is
|
|
// outside the face.
|
|
// We can do this by taking the determinant of the following matrix:
|
|
// | x0 y0 1 |
|
|
// | x1 y1 1 |
|
|
// | x2 y2 1 |
|
|
// where (x0,y0) and (x1,y1) are points on the face edge and (x2,y2)
|
|
// is our test point. If this value is positive, the test point is
|
|
// "to the left" of the line. To determine whether a point needs to
|
|
// be "to the right" or "to the left" of the four lines to qualify as
|
|
// inside the face, we need to see if the faces are specified in
|
|
// clockwise or counter-clockwise order (it could be either, since the
|
|
// edge could be penetrating from either side). To determine this, we
|
|
// do the same test to see if the third point is "to the right" or
|
|
// "to the left" of the line formed by the first two points.
|
|
// See http://forum.swarthmore.edu/dr.math/problems/scott5.31.96.html
|
|
FLOAT x0, x1, x2, y0, y1, y2;
|
|
x0 = facePoints[0].x;
|
|
y0 = facePoints[0].y;
|
|
x1 = facePoints[1].x;
|
|
y1 = facePoints[1].y;
|
|
x2 = facePoints[2].x;
|
|
y2 = facePoints[2].y;
|
|
BOOL bClockwise = FALSE;
|
|
if( x1*y2 - y1*x2 - x0*y2 + y0*x2 + x0*y1 - y0*x1 < 0 )
|
|
bClockwise = TRUE;
|
|
x2 = point.x;
|
|
y2 = point.y;
|
|
for( INT i = 0; i < 4; i++ )
|
|
{
|
|
x0 = facePoints[i].x;
|
|
y0 = facePoints[i].y;
|
|
if( i < 3 )
|
|
{
|
|
x1 = facePoints[i+1].x;
|
|
y1 = facePoints[i+1].y;
|
|
}
|
|
else
|
|
{
|
|
x1 = facePoints[0].x;
|
|
y1 = facePoints[0].y;
|
|
}
|
|
if( ( x1*y2 - y1*x2 - x0*y2 + y0*x2 + x0*y1 - y0*x1 > 0 ) == bClockwise )
|
|
return FALSE;
|
|
}
|
|
|
|
// If we get here, the point is inside all four face edges,
|
|
// so it's inside the face.
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
BOOL Is3DRectViewable(CULLINFO* pCullInfo, D3DXMATRIX* pMatWorld,
|
|
D3DXVECTOR3 vecMin, D3DXVECTOR3 vecMax)
|
|
{
|
|
BOOL fViewable = TRUE;
|
|
D3DXVECTOR3 vecBoundsLocal[8];
|
|
D3DXVECTOR3 vecBoundsWorld[8];
|
|
D3DXPLANE planeBoundsWorld[6];
|
|
CULLSTATE cs;
|
|
|
|
vecBoundsLocal[0] = D3DXVECTOR3( vecMin.x, vecMin.y, vecMin.z ); // xyz
|
|
vecBoundsLocal[1] = D3DXVECTOR3( vecMax.x, vecMin.y, vecMin.z ); // Xyz
|
|
vecBoundsLocal[2] = D3DXVECTOR3( vecMin.x, vecMax.y, vecMin.z ); // xYz
|
|
vecBoundsLocal[3] = D3DXVECTOR3( vecMax.x, vecMax.y, vecMin.z ); // XYz
|
|
vecBoundsLocal[4] = D3DXVECTOR3( vecMin.x, vecMin.y, vecMax.z ); // xyZ
|
|
vecBoundsLocal[5] = D3DXVECTOR3( vecMax.x, vecMin.y, vecMax.z ); // XyZ
|
|
vecBoundsLocal[6] = D3DXVECTOR3( vecMin.x, vecMax.y, vecMax.z ); // xYZ
|
|
vecBoundsLocal[7] = D3DXVECTOR3( vecMax.x, vecMax.y, vecMax.z ); // XYZ
|
|
|
|
for( int i = 0; i < 8; i++ )
|
|
{
|
|
D3DXVec3TransformCoord( &vecBoundsWorld[i], &vecBoundsLocal[i], pMatWorld );
|
|
}
|
|
|
|
// Determine planes of bounding box coords
|
|
D3DXPlaneFromPoints( &planeBoundsWorld[0], &vecBoundsWorld[0], &vecBoundsWorld[1], &vecBoundsWorld[2] ); // Near
|
|
D3DXPlaneFromPoints( &planeBoundsWorld[1], &vecBoundsWorld[6], &vecBoundsWorld[7], &vecBoundsWorld[5] ); // Far
|
|
D3DXPlaneFromPoints( &planeBoundsWorld[2], &vecBoundsWorld[2], &vecBoundsWorld[6], &vecBoundsWorld[4] ); // Left
|
|
D3DXPlaneFromPoints( &planeBoundsWorld[3], &vecBoundsWorld[7], &vecBoundsWorld[3], &vecBoundsWorld[5] ); // Right
|
|
D3DXPlaneFromPoints( &planeBoundsWorld[4], &vecBoundsWorld[2], &vecBoundsWorld[3], &vecBoundsWorld[6] ); // Top
|
|
D3DXPlaneFromPoints( &planeBoundsWorld[5], &vecBoundsWorld[1], &vecBoundsWorld[0], &vecBoundsWorld[4] ); // Bottom
|
|
|
|
cs = CullObject( pCullInfo, vecBoundsWorld, planeBoundsWorld );
|
|
|
|
fViewable = (cs != CS_OUTSIDE && cs != CS_OUTSIDE_SLOW);
|
|
|
|
return fViewable;
|
|
}
|
|
|
|
|
|
HRESULT GetCurrentUserCustomName(LPWSTR pszDisplayName, DWORD cchSize)
|
|
{
|
|
HRESULT hr = S_OK;
|
|
ULONG cchUserSize = cchSize;
|
|
|
|
if (GetUserNameEx(NameDisplay, pszDisplayName, &cchUserSize))
|
|
{
|
|
// It succeeded, so use it.
|
|
}
|
|
else
|
|
{
|
|
// It failed, so load "My". It's better than nothing.
|
|
LoadString(HINST_THISDLL, IDS_LOBBY_TITLE, pszDisplayName, cchSize);
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
D3DXVECTOR3 D3DXVec3Multiply(CONST D3DXVECTOR3 v1, CONST D3DXVECTOR3 v2)
|
|
{
|
|
D3DXVECTOR3 vResults;
|
|
|
|
vResults.x = (v1.x * v2.x);
|
|
vResults.y = (v1.y * v2.y);
|
|
vResults.z = (v1.z * v2.z);
|
|
|
|
return vResults;
|
|
}
|
|
|
|
|
|
void FloatToString(float fValue, int nDecimalDigits, LPTSTR pszString, DWORD cchSize)
|
|
{
|
|
int nIntValue = (int) fValue;
|
|
float fDecimalValue = (float)((fValue - (float)nIntValue) * (pow(10, nDecimalDigits)));
|
|
int nDecimalValue = (int) fDecimalValue;
|
|
|
|
if (0 == nDecimalDigits)
|
|
{
|
|
wnsprintf(pszString, cchSize, TEXT("%d"), nIntValue);
|
|
}
|
|
else
|
|
{
|
|
wnsprintf(pszString, cchSize, TEXT("%d.%d"), nIntValue, nDecimalValue);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
///////
|
|
// Critical section helper stuff
|
|
//
|
|
#ifdef DEBUG
|
|
UINT g_CriticalSectionCount = 0;
|
|
DWORD g_CriticalSectionOwner = 0;
|
|
#ifdef STACKBACKTRACE
|
|
DBstkback g_CriticalSectionLastCall[4] = { 0 };
|
|
#endif
|
|
|
|
|
|
void Dll_EnterCriticalSection(CRITICAL_SECTION * pcsDll)
|
|
{
|
|
#ifdef STACKBACKTRACE
|
|
int var0; // *must* be 1st on frame
|
|
#endif
|
|
|
|
EnterCriticalSection(pcsDll);
|
|
if (g_CriticalSectionCount++ == 0)
|
|
{
|
|
g_CriticalSectionOwner = GetCurrentThreadId();
|
|
#ifdef STACKBACKTRACE
|
|
int fp = (int) (1 + (int *)&var0);
|
|
DBGetStackBack(&fp, g_CriticalSectionLastCall, ARRAYSIZE(g_CriticalSectionLastCall));
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void Dll_LeaveCriticalSection(CRITICAL_SECTION * pcsDll)
|
|
{
|
|
if (--g_CriticalSectionCount == 0)
|
|
g_CriticalSectionOwner = 0;
|
|
LeaveCriticalSection(pcsDll);
|
|
}
|
|
#endif
|
|
|
|
|
|
#include <string.h>
|
|
#include <wchar.h>
|
|
#include <tchar.h>
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|