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468 lines
11 KiB
468 lines
11 KiB
//-----------------------------------------------------------------------------
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// File: FlyingObjects.h
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//
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// Desc:
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//
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// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#ifndef _FLYINGOBJECTS_H
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#define _FLYINGOBJECTS_H
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#include "resource.h"
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#define PI 3.14159265358979323846f
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// double version of PI
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#define PI_D 3.14159265358979323846264338327950288419716939937510
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#define ONE_OVER_PI (1.0f / PI)
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#define ROOT_TWO 1.414213562373f
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#define GEN_STRING_SIZE 64
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typedef struct _point2d {
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FLOAT x;
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FLOAT y;
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} POINT2D;
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typedef struct _ipoint2d {
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int x;
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int y;
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} IPOINT2D;
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typedef D3DXVECTOR3 POINT3D;
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typedef struct _ipoint3d {
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int x;
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int y;
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int z;
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} IPOINT3D;
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typedef struct _texpoint2d {
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FLOAT s;
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FLOAT t;
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} TEX_POINT2D;
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typedef struct _isize {
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int width;
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int height;
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} ISIZE;
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typedef struct _fsize {
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FLOAT width;
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FLOAT height;
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} FSIZE;
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typedef struct _glrect {
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int x, y;
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int width, height;
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} GLRECT;
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// texture data
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typedef struct {
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int width;
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int height;
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DWORD format;
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INT components;
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float origAspectRatio; // original width/height aspect ratio
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unsigned char *data;
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DWORD texObj; // texture object
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int pal_size;
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int iPalRot; // current palette rotation (not used yet)
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RGBQUAD *pal;
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} TEXTURE, *HTEXTURE;
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// texture resource
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#define RT_RGB 99
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#define RT_MYBMP 100
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#define RT_A8 101
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// texture resource types
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enum {
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TEX_UNKNOWN = 0,
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TEX_RGB,
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TEX_BMP,
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TEX_A8
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};
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typedef struct {
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int type;
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int name;
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} TEX_RES;
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typedef struct _MATRIX {
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FLOAT M[4][4];
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} MATRIX;
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//typedef D3DXMATRIX MATRIX;
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typedef struct strRGBA {
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FLOAT r;
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FLOAT g;
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FLOAT b;
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FLOAT a;
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} RGBA;
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typedef struct {
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BYTE r;
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BYTE g;
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BYTE b;
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} RGB8;
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typedef struct {
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BYTE r;
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BYTE g;
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BYTE b;
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BYTE a;
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} RGBA8;
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typedef struct _MATERIAL {
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RGBA ka;
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RGBA kd;
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RGBA ks;
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FLOAT specExp;
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} MATERIAL;
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// texture file info
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typedef struct {
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int nOffset; // filename offset into pathname
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TCHAR szPathName[MAX_PATH]; // texture pathname
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} TEXFILE;
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// texture file processing messages
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typedef struct {
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TCHAR szWarningMsg[MAX_PATH];
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TCHAR szBitmapSizeMsg[MAX_PATH];
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TCHAR szBitmapInvalidMsg[MAX_PATH];
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TCHAR szSelectAnotherBitmapMsg[MAX_PATH];
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TCHAR szTextureDialogTitle[GEN_STRING_SIZE];
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TCHAR szTextureFilter[2*GEN_STRING_SIZE];
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TCHAR szBmp[GEN_STRING_SIZE];
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TCHAR szDotBmp[GEN_STRING_SIZE];
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} TEX_STRINGS;
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// Useful macros
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#define SS_MAX( a, b ) \
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( a > b ? a : b )
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#define SS_MIN( a, b ) \
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( a < b ? a : b )
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// macro to round up floating values
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#define SS_ROUND_UP( fval ) \
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( (((fval) - (FLOAT)(int)(fval)) > 0.0f) ? (int) ((fval)+1.0f) : (int) (fval) )
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// macros to clamp a value within a range
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#define SS_CLAMP_TO_RANGE( a, lo, hi ) ( (a < lo) ? lo : ((a > hi) ? hi : a) )
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#define SS_CLAMP_TO_RANGE2( a, lo, hi ) \
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( a = (a < lo) ? lo : ((a > hi) ? hi : a) )
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// degree<->radian macros
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#define ONE_OVER_180 (1.0f / 180.0f)
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#define SS_DEG_TO_RAD( a ) ( (a*PI) * ONE_OVER_180 )
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#define SS_RAD_TO_DEG( a ) ( (a*180.0f) * ONE_OVER_PI )
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extern MATERIAL TeaMaterial[], TexMaterial[], ss_BlackMat;
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// color
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extern void ss_HsvToRgb(float h, float s, float v, RGBA *color );
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// texture file processing
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extern void ss_DisableTextureErrorMsgs();
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extern void ss_SetTexture( TEXTURE *pTex );
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extern void ss_SetTexturePalette( TEXTURE *pTex, int index );
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extern void ss_DeleteTexture( TEXTURE *pTex );
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extern BOOL ss_LoadTextureResourceStrings();
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extern BOOL ss_VerifyTextureFile( TEXFILE *ptf );
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extern BOOL ss_SelectTextureFile( HWND hDlg, TEXFILE *ptf );
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extern void ss_GetDefaultBmpFile( LPTSTR pszBmpFile );
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extern void ss_InitAutoTexture( TEX_POINT2D *pTexRep );
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// math functions
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extern POINT3D ss_ptZero;
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extern void ss_xformPoint(POINT3D *ptOut, POINT3D *ptIn, MATRIX *);
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extern void ss_xformNorm(POINT3D *ptOut, POINT3D *ptIn, MATRIX *);
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extern void ss_matrixIdent(MATRIX *);
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extern void ss_matrixRotate(MATRIX *m, double xTheta, double yTheta, double zTheta);
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extern void ss_matrixTranslate(MATRIX *, double xTrans, double yTrans, double zTrans);
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extern void ss_matrixMult( MATRIX *m1, MATRIX *m2, MATRIX *m3 );
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extern void ss_calcNorm(POINT3D *norm, POINT3D *p1, POINT3D *p2, POINT3D *p3);
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extern void ss_normalizeNorm(POINT3D *);
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extern void ss_normalizeNorms(POINT3D *, ULONG);
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// dialog helper functions
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extern int ss_GetTrackbarPos( HWND hDlg, int item );
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extern void ss_SetupTrackbar( HWND hDlg, int item, int lo, int hi, int lineSize, int pageSize, int pos );
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extern BOOL gbTextureObjects; // from texture.c
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//-----------------------------------------------------------------------------
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// Name: struct MYVERTEX
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// Desc: D3D vertex type for this app
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//-----------------------------------------------------------------------------
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struct MYVERTEX
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{
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D3DXVECTOR3 p; // Position
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D3DXVECTOR3 n; // Normal
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};
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#define D3DFVF_MYVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )
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//-----------------------------------------------------------------------------
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// Name: struct MYVERTEX2
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// Desc: D3D vertex type for this app
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//-----------------------------------------------------------------------------
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struct MYVERTEX2
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{
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D3DXVECTOR3 p; // Position
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D3DXVECTOR3 n; // Normal
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FLOAT tu, tv; // Vertex texture coordinates
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};
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#define D3DFVF_MYVERTEX2 ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 )
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//-----------------------------------------------------------------------------
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// Name: struct MYVERTEX3
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// Desc: D3D vertex type for this app
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//-----------------------------------------------------------------------------
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struct MYVERTEX3
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{
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D3DXVECTOR3 p; // Position
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FLOAT rhw;
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DWORD dwDiffuse;
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FLOAT tu, tv; // Vertex texture coordinates
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};
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#define D3DFVF_MYVERTEX3 ( D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 )
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#define MAX_VERTICES 5000
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#define MAX_INDICES 5000
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//-----------------------------------------------------------------------------
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// Name: struct FLOATRECT
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// Desc: Floating viewport rect
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//-----------------------------------------------------------------------------
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struct FLOATRECT
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{
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FLOAT xMin;
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FLOAT yMin;
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FLOAT xSize;
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FLOAT ySize;
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FLOAT xVel;
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FLOAT yVel;
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FLOAT xOrigin;
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FLOAT yOrigin;
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FLOAT xVelMax;
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FLOAT yVelMax;
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};
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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// Minimum and maximum number of side subdivisions
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#define MINSUBDIV 2
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#define MAXSUBDIV 10
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// Maximum values allowed
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#define MAXSIDES 8
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#define MAXSPTS ((MAXSUBDIV+1)*(MAXSUBDIV+1))
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#define MAXPTS (MAXSIDES*MAXSPTS)
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#define MAXSFACES (MAXSUBDIV*MAXSUBDIV)
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#define MAXFACES (MAXSIDES*MAXSFACES)
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#define MAXFPTS 4
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// Allow floating point type configurability
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typedef FLOAT FLT;
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typedef struct
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{
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FLT x, y, z;
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} PT3;
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extern LPDIRECT3DDEVICE8 m_pd3dDevice;
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extern LPDIRECT3DINDEXBUFFER8 m_pIB;
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extern LPDIRECT3DVERTEXBUFFER8 m_pVB;
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extern LPDIRECT3DVERTEXBUFFER8 m_pVB2;
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#define DIMA(a) (sizeof(a)/sizeof(a[0]))
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#define PALETTE_PER_MATL 32
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#define PALETTE_PER_DIFF 26
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#define PALETTE_PER_SPEC 6
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#define MATL_MAX 7
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typedef struct strFACE {
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POINT3D p[4];
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POINT3D n[4];
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POINT3D fn;
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int idMatl;
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} FACE;
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typedef struct strMFACE {
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int p[4];
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int material;
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POINT3D norm;
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} MFACE;
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typedef struct strMESH {
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int numFaces;
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int numPoints;
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POINT3D *pts;
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POINT3D *norms;
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MFACE *faces;
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INT listID;
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} MESH;
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/******************************Public*Routine******************************\
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*
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* Basic vector math macros
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*
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* History:
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* Wed Jul 19 14:49:49 1995 -by- Drew Bliss [drewb]
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* Created
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*
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\**************************************************************************/
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#define V3Sub(a, b, r) \
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((r)->x = (a)->x-(b)->x, (r)->y = (a)->y-(b)->y, (r)->z = (a)->z-(b)->z)
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#define V3Add(a, b, r) \
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((r)->x = (a)->x+(b)->x, (r)->y = (a)->y+(b)->y, (r)->z = (a)->z+(b)->z)
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#define V3Cross(a, b, r) \
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((r)->x = (a)->y*(b)->z-(b)->y*(a)->z,\
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(r)->y = (a)->z*(b)->x-(b)->z*(a)->x,\
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(r)->z = (a)->x*(b)->y-(b)->x*(a)->y)
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extern FLT V3Len(PT3 *v);
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#define MAX_DEVICE_OBJECTS 10
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struct DeviceObjects
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{
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LPDIRECT3DTEXTURE8 m_pTexture;
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LPDIRECT3DTEXTURE8 m_pTexture2;
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LPDIRECT3DINDEXBUFFER8 m_pIB;
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LPDIRECT3DVERTEXBUFFER8 m_pVB; // D3DFVF_MYVERTEX (no tex coords)
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LPDIRECT3DVERTEXBUFFER8 m_pVB2; // D3DFVF_MYVERTEX2 (tex coords)
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};
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extern DeviceObjects* g_pDeviceObjects;
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extern FLOATRECT* g_pFloatRect;
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extern INT g_xScreenOrigin;
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extern INT g_yScreenOrigin;
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extern INT g_iDevice;
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extern BOOL g_bMoveToOrigin;
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extern BOOL g_bAtOrigin;
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extern BOOL bSmoothShading;
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extern BOOL bFalseColor;
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extern BOOL bColorCycle;
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extern float fTesselFact;
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extern TEXFILE gTexFile;
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extern BOOL gbBounce;
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extern D3DMATERIAL8 Material[];
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extern int NumLights;
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extern BOOL newMesh(MESH *, int numFaces, int numPts);
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extern void delMesh(MESH *);
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extern void revolveSurface(MESH *, POINT3D *curve, int steps);
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extern void *SaverAlloc(ULONG);
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extern void SaverFree(void *);
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#ifndef GL_FRONT
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#define GL_FRONT 0x0404
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#endif
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#ifndef GL_FRONT_AND_BACK
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#define GL_FRONT_AND_BACK 0x0408
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#endif
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#ifndef GL_AMBIENT_AND_DIFFUSE
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#define GL_AMBIENT_AND_DIFFUSE 0x1602
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#endif
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#ifndef GL_SHININESS
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#define GL_SHININESS 0x1601
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#endif
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#ifndef GL_SPECULAR
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#define GL_SPECULAR 0x1202
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#endif
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extern VOID myglMaterialfv(INT face, INT pname, FLOAT* params);
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extern VOID myglMaterialf(INT face, INT pname, FLOAT param);
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VOID SetProjectionMatrixInfo( BOOL bOrtho, FLOAT fWidth,
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FLOAT fHeight, FLOAT fNear, FLOAT fFar );
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class CFlyingObjectsScreensaver : public CD3DScreensaver
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{
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protected:
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FLOATRECT m_floatrect;
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DeviceObjects m_DeviceObjectsArray[MAX_DEVICE_OBJECTS];
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DeviceObjects* m_pDeviceObjects;
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public:
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// Projection matrix settings
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BOOL m_bOrtho;
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FLOAT m_fWidth;
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FLOAT m_fHeight;
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FLOAT m_fNear;
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FLOAT m_fFar;
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protected:
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virtual HRESULT RegisterSoftwareDevice();
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virtual VOID SetDevice( UINT iDevice );
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virtual VOID DoConfig();
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virtual VOID ReadSettings();
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virtual HRESULT Render();
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virtual HRESULT FrameMove();
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virtual HRESULT RestoreDeviceObjects();
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virtual HRESULT InvalidateDeviceObjects();
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virtual HRESULT ConfirmDevice(D3DCAPS8* pCaps, DWORD dwBehavior,
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D3DFORMAT fmtBackBuffer);
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VOID WriteSettings( HWND hdlg );
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VOID ss_ReadSettings();
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BOOL ss_RegistrySetup( int section, int file );
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int ss_GetRegistryInt( int name, int iDefault );
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VOID ss_GetRegistryString( int name, LPTSTR lpDefault, LPTSTR lpDest, int bufSize );
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static BOOL CALLBACK ScreenSaverConfigureDialog(HWND hDlg, UINT message,
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WPARAM wParam, LPARAM lParam);
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HRESULT SetMaterialColor(FLOAT* pfColors);
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BOOL _3dfo_Init(void *data);
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void _3dfo_Draw(void *data);
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public:
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CFlyingObjectsScreensaver();
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};
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#endif
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