Source code of Windows XP (NT5)
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/*****************************************************************************\
FILE: painting.cpp
DESCRIPTION:
BryanSt 12/24/2000
Copyright (C) Microsoft Corp 2000-2001. All rights reserved.
\*****************************************************************************/
#include "stdafx.h"
#include "util.h"
#include "painting.h"
//-----------------------------------------------------------------------------
// Name: C3DObject()
// Desc: Constructor
//-----------------------------------------------------------------------------
CPainting::CPainting(CMSLogoDXScreenSaver * pMain)
{
// Initialize member variables
m_pMain = pMain;
m_pFrameTexture = NULL;
m_pPaintingTexture = NULL;
m_pObjPainting = NULL;
m_pObjFrame = NULL;
}
CPainting::~CPainting()
{
SAFE_RELEASE(m_pFrameTexture);
SAFE_RELEASE(m_pPaintingTexture);
SAFE_DELETE(m_pObjPainting);
SAFE_DELETE(m_pObjFrame);
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CPainting::FinalCleanup(void)
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exitting, or the device is being changed,
// this function deletes any device dependant objects.
//-----------------------------------------------------------------------------
HRESULT CPainting::DeleteDeviceObjects(void)
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CPainting::OneTimeSceneInit(void)
{
HRESULT hr = E_OUTOFMEMORY;
m_pObjPainting = new C3DObject(m_pMain);
m_pObjFrame = new C3DObject(m_pMain);
if (m_pObjFrame && m_pObjFrame)
{
hr = S_OK;
}
return hr;
}
HRESULT CPainting::SetPainting(CTexture * pFrameTexture, CTexture * pPaintingTexture, D3DXVECTOR3 vLocationCenter, float fMaxHeight,
float fFrameWidth, float fFrameHeight, D3DXVECTOR3 vNormal, DWORD dwMaxPixelSize)
{
HRESULT hr = E_OUTOFMEMORY;
if (m_pObjPainting && m_pObjFrame && m_pMain && pFrameTexture && pPaintingTexture)
{
D3DXVECTOR3 vWidth;
D3DXVECTOR3 vHeight;
if (vNormal.x)
{
vWidth = D3DXVECTOR3(0, 0, 1);
vHeight = D3DXVECTOR3(0, 1, 0);
}
else if (vNormal.y)
{
vWidth = D3DXVECTOR3(0, 0, 1);
vHeight = D3DXVECTOR3(1, 0, 0);
}
else
{
vWidth = D3DXVECTOR3(1, 0, 0);
vHeight = D3DXVECTOR3(0, 1, 0);
}
IUnknown_Set((IUnknown **) &m_pFrameTexture, (IUnknown *) pFrameTexture);
IUnknown_Set((IUnknown **) &m_pPaintingTexture, (IUnknown *) pPaintingTexture);
DWORD dwPaintingWidth = pPaintingTexture->GetTextureWidth();
DWORD dwPaintingHeight = pPaintingTexture->GetTextureHeight();
float fPaintingRatio = (((float) dwPaintingWidth) / ((float) dwPaintingHeight));
int nWidth = 1;
int nHeight = 1;
m_pMain->GetCurrentScreenSize(&nWidth, &nHeight);
float fMonitorRatio = (((float) nWidth) / ((float) nHeight));
float fPaintingHeight = fMaxHeight;
float fPaintingWidth = (fPaintingHeight * fPaintingRatio);
if (fPaintingRatio > fMonitorRatio)
{
// Oh no, the picture ratio is wider than the screen radio. This will cause
// warpping so it will extend off the right and left. We need to scale it down.
float fScaleDownRatio = (fMonitorRatio / fPaintingRatio);
fPaintingHeight *= fScaleDownRatio;
fPaintingWidth *= fScaleDownRatio;
}
D3DXVECTOR3 vTranslateToCorner = ((-fPaintingWidth/2)*vWidth + (-fPaintingHeight/2)*vHeight);
D3DXVECTOR3 vObjLocation(vLocationCenter + vTranslateToCorner);
D3DXVECTOR3 vObjSize(fPaintingWidth*vWidth + fPaintingHeight*vHeight);
hr = m_pObjPainting->InitPlaneStretch(pPaintingTexture, m_pMain->GetD3DDevice(), vObjLocation, vObjSize, vNormal, 3, 3, dwMaxPixelSize);
D3DXVECTOR3 vFrameSize(D3DXVec3Multiply(vObjSize, (D3DXVECTOR3((fFrameWidth * vWidth) + D3DXVECTOR3(fFrameHeight * vHeight)))));
vObjLocation = (vObjLocation - vFrameSize + ((g_fFudge / -2.0f)* vNormal));
vObjSize = (vObjSize + (2 * vFrameSize));
hr = m_pObjFrame->InitPlaneStretch(pFrameTexture, m_pMain->GetD3DDevice(), vObjLocation, vObjSize, vNormal, 3, 3, dwMaxPixelSize);
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CPainting::Render(IDirect3DDevice8 * pD3DDevice, int nPhase)
{
HRESULT hr = E_OUTOFMEMORY;
if (m_pObjFrame && m_pObjPainting)
{
switch (nPhase)
{
case 0:
hr = m_pObjFrame->Render(pD3DDevice);
break;
case 1:
hr = m_pObjPainting->Render(pD3DDevice);
break;
}
}
return hr;
}