Source code of Windows XP (NT5)
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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;
}