📄 d3dutil.h
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//-----------------------------------------------------------------------------
// File: D3DUtil.h
//
// Desc: Helper functions and typing shortcuts for Direct3D programming.
//
// Copyright (c) Microsoft Corporation. All rights reserved
//-----------------------------------------------------------------------------
#ifndef D3DUTIL_H
#define D3DUTIL_H
//-----------------------------------------------------------------------------
// Name: D3DUtil_GetCubeMapViewMatrix()
// Desc: Returns a view matrix for rendering to a face of a cubemap.
//-----------------------------------------------------------------------------
D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace );
//-----------------------------------------------------------------------------
// Name: D3DUtil_GetRotationFromCursor()
// Desc: Returns a quaternion for the rotation implied by the window's cursor
// position.
//-----------------------------------------------------------------------------
D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd,
FLOAT fTrackBallRadius=1.0f );
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetDeviceCursor
// Desc: Builds and sets a cursor for the D3D device based on hCursor.
//-----------------------------------------------------------------------------
HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE9 pd3dDevice, HCURSOR hCursor,
BOOL bAddWatermark );
//-----------------------------------------------------------------------------
// Name: D3DUtil_D3DFormatToString
// Desc: Returns the string for the given D3DFORMAT.
// bWithPrefix determines whether the string should include the "D3DFMT_"
//-----------------------------------------------------------------------------
LPCTSTR D3DUtil_D3DFormatToString( D3DFORMAT format, bool bWithPrefix = true );
//-----------------------------------------------------------------------------
// Name: class CD3DArcBall
// Desc:
//-----------------------------------------------------------------------------
class CD3DArcBall
{
public:
CD3DArcBall();
// Functions to change behavior
void Reset();
VOID SetTranslationRadius( FLOAT fRadiusTranslation ) { m_fRadiusTranslation = fRadiusTranslation; }
void SetWindow( INT nWidth, INT nHeight, FLOAT fRadius = 0.9f ) { m_nWidth = nWidth; m_nHeight = nHeight; m_fRadius = fRadius; m_vCenter = D3DXVECTOR2(m_nWidth/2.0f,m_nHeight/2.0f); }
// Call these from client and use GetRotationMatrix() to read new rotation matrix
void OnBegin( int nX, int nY ); // start the rotation (pass current mouse position)
void OnMove( int nX, int nY ); // continue the rotation (pass current mouse position)
void OnEnd(); // end the rotation
// Or call this to automatically handle left, middle, right buttons
LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
// Functions to get/set state
D3DXMATRIX* GetRotationMatrix() { return D3DXMatrixRotationQuaternion(&m_mRotation, &m_qNow); };
D3DXMATRIX* GetTranslationMatrix() { return &m_mTranslation; }
D3DXMATRIX* GetTranslationDeltaMatrix() { return &m_mTranslationDelta; }
BOOL IsBeingDragged() { return m_bDrag; }
D3DXQUATERNION GetQuatNow() { return m_qNow; }
void SetQuatNow( D3DXQUATERNION q ) { m_qNow = q; }
protected:
D3DXMATRIXA16 m_mRotation; // Matrix for arc ball's orientation
D3DXMATRIXA16 m_mTranslation; // Matrix for arc ball's position
D3DXMATRIXA16 m_mTranslationDelta; // Matrix for arc ball's position
INT m_nWidth; // arc ball's window width
INT m_nHeight; // arc ball's window height
D3DXVECTOR2 m_vCenter; // center of arc ball
FLOAT m_fRadius; // arc ball's radius in screen coords
FLOAT m_fRadiusTranslation; // arc ball's radius for translating the target
D3DXQUATERNION m_qDown; // Quaternion before button down
D3DXQUATERNION m_qNow; // Composite quaternion for current drag
BOOL m_bDrag; // Whether user is dragging arc ball
POINT m_ptLastMouse; // position of last mouse point
D3DXVECTOR3 m_vDownPt; // starting point of rotation arc
D3DXVECTOR3 m_vCurrentPt; // current point of rotation arc
D3DXQUATERNION QuatFromBallPoints( const D3DXVECTOR3 &vFrom, const D3DXVECTOR3 &vTo );
D3DXVECTOR3 ScreenToVector( float fScreenPtX, float fScreenPtY );
};
//-----------------------------------------------------------------------------
// Name: enum D3DUtil_CameraKeys
// Desc: used by CCamera to map WM_KEYDOWN keys
//-----------------------------------------------------------------------------
enum D3DUtil_CameraKeys
{
CAM_STRAFE_LEFT = 0,
CAM_STRAFE_RIGHT,
CAM_MOVE_FORWARD,
CAM_MOVE_BACKWARD,
CAM_MOVE_UP,
CAM_MOVE_DOWN,
CAM_RESET,
CAM_MAX_KEYS,
CAM_UNKNOWN = 0xFF
};
#define KEY_WAS_DOWN_MASK 0x80
#define KEY_IS_DOWN_MASK 0x01
#define MOUSE_LEFT_BUTTON 0x01
#define MOUSE_MIDDLE_BUTTON 0x02
#define MOUSE_RIGHT_BUTTON 0x04
#define MOUSE_WHEEL 0x08
//-----------------------------------------------------------------------------
// Name: class CBaseCamera
// Desc: Simple base camera class that moves and rotates. The base class
// records mouse and keyboard input for use by a derieved class, and
// keeps common state.
//-----------------------------------------------------------------------------
class CBaseCamera
{
public:
CBaseCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
virtual VOID FrameMove( FLOAT fElapsedTime ) = 0;
// Functions to change camera matrices
virtual void Reset();
VOID SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt );
VOID SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane );
// Functions to change behavior
VOID SetInvertPitch( bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; }
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