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//-----------------------------------------------------------------------------
// File: D3DUtil.cpp
//
// Desc: Shortcut macros and functions for using DX objects
//
//
// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
//-----------------------------------------------------------------------------
#define D3D_OVERLOADS
#define STRICT
#include "StdAfx.h"
#include <math.h>
#include "D3DUtil.h"
//-----------------------------------------------------------------------------
// Name: D3DUtil_GetDXSDKMediaPath()
// Desc: Returns the DirectX SDK media path, as stored in the system registry
// during the SDK install.
//-----------------------------------------------------------------------------
const TCHAR* D3DUtil_GetDXSDKMediaPath() { static TCHAR strNull[2] = TEXT(""); static TCHAR strPath[512]; HKEY key; DWORD type, size = 512;
// Open the appropriate registry key
LONG result = RegOpenKeyEx(HKEY_LOCAL_MACHINE, TEXT("Software\\Microsoft\\DirectX"), 0, KEY_READ, &key); if (ERROR_SUCCESS != result) return strNull;
result = RegQueryValueEx(key, TEXT("DXSDK Samples Path"), NULL, &type, (BYTE*)strPath, &size); RegCloseKey(key);
if (ERROR_SUCCESS != result) return strNull;
lstrcat(strPath, TEXT("\\D3DIM\\Media\\"));
return strPath; }
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitSurfaceDesc()
// Desc: Helper function called to build a DDSURFACEDESC2 structure,
// typically before calling CreateSurface() or GetSurfaceDesc()
//-----------------------------------------------------------------------------
VOID D3DUtil_InitSurfaceDesc(DDSURFACEDESC2& ddsd, DWORD dwFlags, DWORD dwCaps) { ZeroMemory(&ddsd, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = dwFlags; ddsd.ddsCaps.dwCaps = dwCaps; ddsd.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT); }
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitMaterial()
// Desc: Helper function called to build a D3DMATERIAL7 structure
//-----------------------------------------------------------------------------
VOID D3DUtil_InitMaterial(D3DMATERIAL7& mtrl, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { ZeroMemory(&mtrl, sizeof(D3DMATERIAL7)); mtrl.dcvDiffuse.r = mtrl.dcvAmbient.r = r; mtrl.dcvDiffuse.g = mtrl.dcvAmbient.g = g; mtrl.dcvDiffuse.b = mtrl.dcvAmbient.b = b; mtrl.dcvDiffuse.a = mtrl.dcvAmbient.a = a; }
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitLight()
// Desc: Initializes a D3DLIGHT7 structure
//-----------------------------------------------------------------------------
VOID D3DUtil_InitLight(D3DLIGHT7& light, D3DLIGHTTYPE ltType, FLOAT x, FLOAT y, FLOAT z) { ZeroMemory(&light, sizeof(D3DLIGHT7)); light.dltType = ltType; light.dcvDiffuse.r = 1.0f; light.dcvDiffuse.g = 1.0f; light.dcvDiffuse.b = 1.0f; light.dcvSpecular = light.dcvDiffuse; light.dvPosition.x = light.dvDirection.x = x; light.dvPosition.y = light.dvDirection.y = y; light.dvPosition.z = light.dvDirection.z = z; light.dvAttenuation0 = 1.0f; light.dvRange = D3DLIGHT_RANGE_MAX; }
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetViewMatrix()
// Desc: Given an eye point, a lookat point, and an up vector, this
// function builds a 4x4 view matrix.
//-----------------------------------------------------------------------------
HRESULT D3DUtil_SetViewMatrix(D3DMATRIX& mat, D3DVECTOR& vFrom, D3DVECTOR& vAt, D3DVECTOR& vWorldUp) { // Get the z basis vector, which points straight ahead. This is the
// difference from the eyepoint to the lookat point.
D3DVECTOR vView = vAt - vFrom;
FLOAT fLength = Magnitude(vView); if (fLength < 1e-6f) return E_INVALIDARG;
// Normalize the z basis vector
vView /= fLength;
// Get the dot product, and calculate the projection of the z basis
// vector onto the up vector. The projection is the y basis vector.
FLOAT fDotProduct = DotProduct(vWorldUp, vView);
D3DVECTOR vUp = vWorldUp - fDotProduct * vView;
// If this vector has near-zero length because the input specified a
// bogus up vector, let's try a default up vector
if (1e-6f > (fLength = Magnitude(vUp))) { vUp = D3DVECTOR(0.0f, 1.0f, 0.0f) - vView.y * vView;
// If we still have near-zero length, resort to a different axis.
if (1e-6f > (fLength = Magnitude(vUp))) { vUp = D3DVECTOR(0.0f, 0.0f, 1.0f) - vView.z * vView;
if (1e-6f > (fLength = Magnitude(vUp))) return E_INVALIDARG; } }
// Normalize the y basis vector
vUp /= fLength;
// The x basis vector is found simply with the cross product of the y
// and z basis vectors
D3DVECTOR vRight = CrossProduct(vUp, vView);
// Start building the matrix. The first three rows contains the basis
// vectors used to rotate the view to point at the lookat point
D3DUtil_SetIdentityMatrix(mat); mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x; mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y; mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z;
// Do the translation values (rotations are still about the eyepoint)
mat._41 = - DotProduct(vFrom, vRight); mat._42 = - DotProduct(vFrom, vUp); mat._43 = - DotProduct(vFrom, vView);
return S_OK; }
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetProjectionMatrix()
// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
// from the field-of-view (fov, in y), aspect ratio, near plane (D),
// and far plane (F). Note that the projection matrix is normalized for
// element [3][4] to be 1.0. This is performed so that W-based range fog
// will work correctly.
//-----------------------------------------------------------------------------
HRESULT D3DUtil_SetProjectionMatrix(D3DMATRIX& mat, FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane) { if (fabs(fFarPlane-fNearPlane) < 0.01f) return E_INVALIDARG; if (fabs(sin(fFOV/2)) < 0.01f) return E_INVALIDARG;
FLOAT w = fAspect * (cosf(fFOV/2)/sinf(fFOV/2)); FLOAT h = 1.0f * (cosf(fFOV/2)/sinf(fFOV/2)); FLOAT Q = fFarPlane / (fFarPlane - fNearPlane);
ZeroMemory(&mat, sizeof(D3DMATRIX)); mat._11 = w; mat._22 = h; mat._33 = Q; mat._34 = 1.0f; mat._43 = -Q*fNearPlane;
return S_OK; }
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotateXMatrix()
// Desc: Create Rotation matrix about X axis
//-----------------------------------------------------------------------------
VOID D3DUtil_SetRotateXMatrix(D3DMATRIX& mat, FLOAT fRads) { D3DUtil_SetIdentityMatrix(mat); mat._22 = cosf(fRads); mat._23 = sinf(fRads); mat._32 = -sinf(fRads); mat._33 = cosf(fRads); }
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotateYMatrix()
// Desc: Create Rotation matrix about Y axis
//-----------------------------------------------------------------------------
VOID D3DUtil_SetRotateYMatrix(D3DMATRIX& mat, FLOAT fRads) { D3DUtil_SetIdentityMatrix(mat); mat._11 = cosf(fRads); mat._13 = -sinf(fRads); mat._31 = sinf(fRads); mat._33 = cosf(fRads); }
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotateZMatrix()
// Desc: Create Rotation matrix about Z axis
//-----------------------------------------------------------------------------
VOID D3DUtil_SetRotateZMatrix(D3DMATRIX& mat, FLOAT fRads) { D3DUtil_SetIdentityMatrix(mat); mat._11 = cosf(fRads); mat._12 = sinf(fRads); mat._21 = -sinf(fRads); mat._22 = cosf(fRads); }
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotationMatrix
// Desc: Create a Rotation matrix about vector direction
//-----------------------------------------------------------------------------
VOID D3DUtil_SetRotationMatrix(D3DMATRIX& mat, D3DVECTOR& vDir, FLOAT fRads) { FLOAT fCos = cosf(fRads); FLOAT fSin = sinf(fRads); D3DVECTOR v = Normalize(vDir);
mat._11 = (v.x * v.x) * (1.0f - fCos) + fCos; mat._12 = (v.x * v.y) * (1.0f - fCos) - (v.z * fSin); mat._13 = (v.x * v.z) * (1.0f - fCos) + (v.y * fSin);
mat._21 = (v.y * v.x) * (1.0f - fCos) + (v.z * fSin); mat._22 = (v.y * v.y) * (1.0f - fCos) + fCos ; mat._23 = (v.y * v.z) * (1.0f - fCos) - (v.x * fSin);
mat._31 = (v.z * v.x) * (1.0f - fCos) - (v.y * fSin); mat._32 = (v.z * v.y) * (1.0f - fCos) + (v.x * fSin); mat._33 = (v.z * v.z) * (1.0f - fCos) + fCos;
mat._14 = mat._24 = mat._34 = 0.0f; mat._41 = mat._42 = mat._43 = 0.0f; mat._44 = 1.0f; }
//-----------------------------------------------------------------------------
// Name: _DbgOut()
// Desc: Outputs a message to the debug stream
//-----------------------------------------------------------------------------
HRESULT _DbgOut(TCHAR* strFile, DWORD dwLine, HRESULT hr, TCHAR* strMsg) { TCHAR buffer[256]; wsprintf(buffer, TEXT("%s(%ld): "), strFile, dwLine); OutputDebugString(buffer); OutputDebugString(strMsg);
if (hr) { wsprintf(buffer, TEXT("(hr=%08lx)\n"), hr); OutputDebugString(buffer); }
OutputDebugString(TEXT("\n"));
return hr; }
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