📄 d3dutil.cpp
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//-----------------------------------------------------------------------------
// File: D3DUtil.cpp
//
// Desc: Shortcut macros and functions for using DX objects
//
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <stdio.h>
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DX8.h"
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitMaterial()
// Desc: Initializes a D3DMATERIAL8 structure, setting the diffuse and ambient
// colors. It does not set emissive or specular colors.
//-----------------------------------------------------------------------------
VOID D3DUtil_InitMaterial( D3DMATERIAL8& mtrl, FLOAT r, FLOAT g, FLOAT b,
FLOAT a )
{
ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) );
mtrl.Diffuse.r = mtrl.Ambient.r = r;
mtrl.Diffuse.g = mtrl.Ambient.g = g;
mtrl.Diffuse.b = mtrl.Ambient.b = b;
mtrl.Diffuse.a = mtrl.Ambient.a = a;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitLight()
// Desc: Initializes a D3DLIGHT structure, setting the light position. The
// diffuse color is set to white; specular and ambient are left as black.
//-----------------------------------------------------------------------------
VOID D3DUtil_InitLight( D3DLIGHT8& light, D3DLIGHTTYPE ltType,
FLOAT x, FLOAT y, FLOAT z )
{
ZeroMemory( &light, sizeof(D3DLIGHT8) );
light.Type = ltType;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &D3DXVECTOR3(x, y, z) );
light.Position.x = x;
light.Position.y = y;
light.Position.z = z;
light.Range = 1000.0f;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_CreateTexture()
// Desc: Helper function to create a texture. It checks the root path first,
// then tries the DXSDK media path (as specified in the system registry).
//-----------------------------------------------------------------------------
HRESULT D3DUtil_CreateTexture( LPDIRECT3DDEVICE8 pd3dDevice, TCHAR* strTexture,
LPDIRECT3DTEXTURE8* ppTexture, D3DFORMAT d3dFormat )
{
// Get the path to the texture
TCHAR strPath[MAX_PATH];
DXUtil_FindMediaFile( strPath, strTexture );
// Create the texture using D3DX
return D3DXCreateTextureFromFileEx( pd3dDevice, strPath,
D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, d3dFormat,
D3DPOOL_MANAGED, D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR,
D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR, 0, NULL, NULL, ppTexture );
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetColorKey()
// Desc: Changes all texels matching the colorkey to transparent, black.
//-----------------------------------------------------------------------------
HRESULT D3DUtil_SetColorKey( LPDIRECT3DTEXTURE8 pTexture, DWORD dwColorKey )
{
// Get colorkey's red, green, and blue components
DWORD r = ((dwColorKey&0x00ff0000)>>16);
DWORD g = ((dwColorKey&0x0000ff00)>>8);
DWORD b = ((dwColorKey&0x000000ff)>>0);
// Put the colorkey in the texture's native format
D3DSURFACE_DESC d3dsd;
pTexture->GetLevelDesc( 0, &d3dsd );
if( d3dsd.Format == D3DFMT_A4R4G4B4 )
dwColorKey = 0xf000 + ((r>>4)<<8) + ((g>>4)<<4) + (b>>4);
else if( d3dsd.Format == D3DFMT_A1R5G5B5 )
dwColorKey = 0x8000 + ((r>>3)<<10) + ((g>>3)<<5) + (b>>3);
else if( d3dsd.Format != D3DFMT_A8R8G8B8 )
return E_FAIL;
// Lock the texture
D3DLOCKED_RECT d3dlr;
if( FAILED( pTexture->LockRect( 0, &d3dlr, 0, 0 ) ) )
return E_FAIL;
// Scan through each pixel, looking for the colorkey to replace
for( DWORD y=0; y<d3dsd.Height; y++ )
{
for( DWORD x=0; x<d3dsd.Width; x++ )
{
if( d3dsd.Format==D3DFMT_A8R8G8B8 )
{
// Handle 32-bit formats
if( ((DWORD*)d3dlr.pBits)[d3dsd.Width*y+x] == dwColorKey )
((DWORD*)d3dlr.pBits)[d3dsd.Width*y+x] = 0x00000000;
}
else
{
// Handle 16-bit formats
if( ((WORD*)d3dlr.pBits)[d3dsd.Width*y+x] == dwColorKey )
((WORD*)d3dlr.pBits)[d3dsd.Width*y+x] = 0x0000;
}
}
}
// Unlock the texture and return OK.
pTexture->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_CreateVertexShader()
// Desc: Assembles and creates a file-based vertex shader
//-----------------------------------------------------------------------------
HRESULT D3DUtil_CreateVertexShader( LPDIRECT3DDEVICE8 pd3dDevice,
TCHAR* strFilename, DWORD* pdwVertexDecl,
DWORD* pdwVertexShader )
{
LPD3DXBUFFER pCode;
TCHAR strPath[MAX_PATH];
HRESULT hr;
// Get the path to the vertex shader file
DXUtil_FindMediaFile( strPath, strFilename );
// Assemble the vertex shader file
if( FAILED( hr = D3DXAssembleShaderFromFile( strPath, 0, NULL, &pCode, NULL ) ) )
return hr;
// Create the vertex shader
hr = pd3dDevice->CreateVertexShader( pdwVertexDecl,
(DWORD*)pCode->GetBufferPointer(),
pdwVertexShader, 0 );
pCode->Release();
return hr;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_GetCubeMapViewMatrix()
// Desc: Returns a view matrix for rendering to a face of a cubemap.
//-----------------------------------------------------------------------------
D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace )
{
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vLookDir;
D3DXVECTOR3 vUpDir;
switch( dwFace )
{
case D3DCUBEMAP_FACE_POSITIVE_X:
vLookDir = D3DXVECTOR3( 1.0f, 0.0f, 0.0f );
vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
break;
case D3DCUBEMAP_FACE_NEGATIVE_X:
vLookDir = D3DXVECTOR3(-1.0f, 0.0f, 0.0f );
vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
break;
case D3DCUBEMAP_FACE_POSITIVE_Y:
vLookDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
vUpDir = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
break;
case D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookDir = D3DXVECTOR3( 0.0f,-1.0f, 0.0f );
vUpDir = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
break;
case D3DCUBEMAP_FACE_POSITIVE_Z:
vLookDir = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
break;
case D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookDir = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
vUpDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
break;
}
// Set the view transform for this cubemap surface
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookDir, &vUpDir );
return matView;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_GetRotationFromCursor()
// Desc: Returns a quaternion for the rotation implied by the window's cursor
// position.
//-----------------------------------------------------------------------------
D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd,
FLOAT fTrackBallRadius )
{
POINT pt;
RECT rc;
GetCursorPos( &pt );
GetClientRect( hWnd, &rc );
ScreenToClient( hWnd, &pt );
FLOAT sx = ( ( ( 2.0f * pt.x ) / (rc.right-rc.left) ) - 1 );
FLOAT sy = ( ( ( 2.0f * pt.y ) / (rc.bottom-rc.top) ) - 1 );
FLOAT sz;
if( sx == 0.0f && sy == 0.0f )
return D3DXQUATERNION( 0.0f, 0.0f, 0.0f, 1.0f );
FLOAT d1 = 0.0f;
FLOAT d2 = sqrtf( sx*sx + sy*sy );
if( d2 < fTrackBallRadius * 0.70710678118654752440 ) // Inside sphere
sz = sqrtf( fTrackBallRadius*fTrackBallRadius - d2*d2 );
else // On hyperbola
sz = (fTrackBallRadius*fTrackBallRadius) / (2.0f*d2);
// Get two points on trackball's sphere
D3DXVECTOR3 p1( sx, sy, sz );
D3DXVECTOR3 p2( 0.0f, 0.0f, fTrackBallRadius );
// Get axis of rotation, which is cross product of p1 and p2
D3DXVECTOR3 vAxis;
D3DXVec3Cross( &vAxis, &p1, &p2);
// Calculate angle for the rotation about that axis
FLOAT t = D3DXVec3Length( &(p2-p1) ) / ( 2.0f*fTrackBallRadius );
if( t > +1.0f) t = +1.0f;
if( t < -1.0f) t = -1.0f;
FLOAT fAngle = 2.0f * asinf( t );
// Convert axis to quaternion
D3DXQUATERNION quat;
D3DXQuaternionRotationAxis( &quat, &vAxis, fAngle );
return quat;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetDeviceCursor
// Desc: Gives the D3D device a cursor with image and hotspot from hCursor.
//-----------------------------------------------------------------------------
HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE8 pd3dDevice, HCURSOR hCursor,
BOOL bAddWatermark )
{
HRESULT hr = E_FAIL;
ICONINFO iconinfo;
BOOL bBWCursor;
LPDIRECT3DSURFACE8 pCursorBitmap = NULL;
HDC hdcColor = NULL;
HDC hdcMask = NULL;
HDC hdcScreen = NULL;
BITMAP bm;
DWORD dwWidth;
DWORD dwHeightSrc;
DWORD dwHeightDest;
COLORREF crColor;
COLORREF crMask;
UINT x;
UINT y;
BITMAPINFO bmi;
COLORREF* pcrArrayColor = NULL;
COLORREF* pcrArrayMask = NULL;
DWORD* pBitmap;
HGDIOBJ hgdiobjOld;
ZeroMemory( &iconinfo, sizeof(iconinfo) );
if( !GetIconInfo( hCursor, &iconinfo ) )
goto End;
if (0 == GetObject((HGDIOBJ)iconinfo.hbmMask, sizeof(BITMAP), (LPVOID)&bm))
goto End;
dwWidth = bm.bmWidth;
dwHeightSrc = bm.bmHeight;
if( iconinfo.hbmColor == NULL )
{
bBWCursor = TRUE;
dwHeightDest = dwHeightSrc / 2;
}
else
{
bBWCursor = FALSE;
dwHeightDest = dwHeightSrc;
}
// Create a surface for the fullscreen cursor
if( FAILED( hr = pd3dDevice->CreateImageSurface( dwWidth, dwHeightDest,
D3DFMT_A8R8G8B8, &pCursorBitmap ) ) )
{
goto End;
}
pcrArrayMask = new DWORD[dwWidth * dwHeightSrc];
ZeroMemory(&bmi, sizeof(bmi));
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = dwWidth;
bmi.bmiHeader.biHeight = dwHeightSrc;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
hdcScreen = GetDC( NULL );
hdcMask = CreateCompatibleDC( hdcScreen );
if( hdcMask == NULL )
{
hr = E_FAIL;
goto End;
}
hgdiobjOld = SelectObject(hdcMask, iconinfo.hbmMask);
GetDIBits(hdcMask, iconinfo.hbmMask, 0, dwHeightSrc,
pcrArrayMask, &bmi, DIB_RGB_COLORS);
SelectObject(hdcMask, hgdiobjOld);
if (!bBWCursor)
{
pcrArrayColor = new DWORD[dwWidth * dwHeightDest];
hdcColor = CreateCompatibleDC( GetDC( NULL ) );
if( hdcColor == NULL )
{
hr = E_FAIL;
goto End;
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