📄 d3dutil.cpp
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TCHAR* D3DUtil_D3DFormatToString( D3DFORMAT format, bool bWithPrefix )
{
TCHAR* pstr = NULL;
switch( format )
{
case D3DFMT_UNKNOWN: pstr = TEXT("D3DFMT_UNKNOWN"); break;
case D3DFMT_R8G8B8: pstr = TEXT("D3DFMT_R8G8B8"); break;
case D3DFMT_A8R8G8B8: pstr = TEXT("D3DFMT_A8R8G8B8"); break;
case D3DFMT_X8R8G8B8: pstr = TEXT("D3DFMT_X8R8G8B8"); break;
case D3DFMT_R5G6B5: pstr = TEXT("D3DFMT_R5G6B5"); break;
case D3DFMT_X1R5G5B5: pstr = TEXT("D3DFMT_X1R5G5B5"); break;
case D3DFMT_A1R5G5B5: pstr = TEXT("D3DFMT_A1R5G5B5"); break;
case D3DFMT_A4R4G4B4: pstr = TEXT("D3DFMT_A4R4G4B4"); break;
case D3DFMT_R3G3B2: pstr = TEXT("D3DFMT_R3G3B2"); break;
case D3DFMT_A8: pstr = TEXT("D3DFMT_A8"); break;
case D3DFMT_A8R3G3B2: pstr = TEXT("D3DFMT_A8R3G3B2"); break;
case D3DFMT_X4R4G4B4: pstr = TEXT("D3DFMT_X4R4G4B4"); break;
case D3DFMT_A2B10G10R10: pstr = TEXT("D3DFMT_A2B10G10R10"); break;
case D3DFMT_A8B8G8R8: pstr = TEXT("D3DFMT_A8B8G8R8"); break;
case D3DFMT_X8B8G8R8: pstr = TEXT("D3DFMT_X8B8G8R8"); break;
case D3DFMT_G16R16: pstr = TEXT("D3DFMT_G16R16"); break;
case D3DFMT_A2R10G10B10: pstr = TEXT("D3DFMT_A2R10G10B10"); break;
case D3DFMT_A16B16G16R16: pstr = TEXT("D3DFMT_A16B16G16R16"); break;
case D3DFMT_A8P8: pstr = TEXT("D3DFMT_A8P8"); break;
case D3DFMT_P8: pstr = TEXT("D3DFMT_P8"); break;
case D3DFMT_L8: pstr = TEXT("D3DFMT_L8"); break;
case D3DFMT_A8L8: pstr = TEXT("D3DFMT_A8L8"); break;
case D3DFMT_A4L4: pstr = TEXT("D3DFMT_A4L4"); break;
case D3DFMT_V8U8: pstr = TEXT("D3DFMT_V8U8"); break;
case D3DFMT_L6V5U5: pstr = TEXT("D3DFMT_L6V5U5"); break;
case D3DFMT_X8L8V8U8: pstr = TEXT("D3DFMT_X8L8V8U8"); break;
case D3DFMT_Q8W8V8U8: pstr = TEXT("D3DFMT_Q8W8V8U8"); break;
case D3DFMT_V16U16: pstr = TEXT("D3DFMT_V16U16"); break;
case D3DFMT_A2W10V10U10: pstr = TEXT("D3DFMT_A2W10V10U10"); break;
case D3DFMT_UYVY: pstr = TEXT("D3DFMT_UYVY"); break;
case D3DFMT_YUY2: pstr = TEXT("D3DFMT_YUY2"); break;
case D3DFMT_DXT1: pstr = TEXT("D3DFMT_DXT1"); break;
case D3DFMT_DXT2: pstr = TEXT("D3DFMT_DXT2"); break;
case D3DFMT_DXT3: pstr = TEXT("D3DFMT_DXT3"); break;
case D3DFMT_DXT4: pstr = TEXT("D3DFMT_DXT4"); break;
case D3DFMT_DXT5: pstr = TEXT("D3DFMT_DXT5"); break;
case D3DFMT_D16_LOCKABLE: pstr = TEXT("D3DFMT_D16_LOCKABLE"); break;
case D3DFMT_D32: pstr = TEXT("D3DFMT_D32"); break;
case D3DFMT_D15S1: pstr = TEXT("D3DFMT_D15S1"); break;
case D3DFMT_D24S8: pstr = TEXT("D3DFMT_D24S8"); break;
case D3DFMT_D24X8: pstr = TEXT("D3DFMT_D24X8"); break;
case D3DFMT_D24X4S4: pstr = TEXT("D3DFMT_D24X4S4"); break;
case D3DFMT_D16: pstr = TEXT("D3DFMT_D16"); break;
case D3DFMT_L16: pstr = TEXT("D3DFMT_L16"); break;
case D3DFMT_VERTEXDATA: pstr = TEXT("D3DFMT_VERTEXDATA"); break;
case D3DFMT_INDEX16: pstr = TEXT("D3DFMT_INDEX16"); break;
case D3DFMT_INDEX32: pstr = TEXT("D3DFMT_INDEX32"); break;
case D3DFMT_Q16W16V16U16: pstr = TEXT("D3DFMT_Q16W16V16U16"); break;
case D3DFMT_MULTI2_ARGB8: pstr = TEXT("D3DFMT_MULTI2_ARGB8"); break;
case D3DFMT_R16F: pstr = TEXT("D3DFMT_R16F"); break;
case D3DFMT_G16R16F: pstr = TEXT("D3DFMT_G16R16F"); break;
case D3DFMT_A16B16G16R16F: pstr = TEXT("D3DFMT_A16B16G16R16F"); break;
case D3DFMT_R32F: pstr = TEXT("D3DFMT_R32F"); break;
case D3DFMT_G32R32F: pstr = TEXT("D3DFMT_G32R32F"); break;
case D3DFMT_A32B32G32R32F: pstr = TEXT("D3DFMT_A32B32G32R32F"); break;
case D3DFMT_CxV8U8: pstr = TEXT("D3DFMT_CxV8U8"); break;
default: pstr = TEXT("Unknown format"); break;
}
if( bWithPrefix || _tcsstr( pstr, TEXT("D3DFMT_") )== NULL )
return pstr;
else
return pstr + lstrlen( TEXT("D3DFMT_") );
}
//-----------------------------------------------------------------------------
// Name: D3DXQuaternionUnitAxisToUnitAxis2
// Desc: Axis to axis quaternion double angle (no normalization)
// Takes two points on unit sphere an angle THETA apart, returns
// quaternion that represents a rotation around cross product by 2*THETA.
//-----------------------------------------------------------------------------
inline D3DXQUATERNION* WINAPI D3DXQuaternionUnitAxisToUnitAxis2
( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pvFrom, const D3DXVECTOR3 *pvTo)
{
D3DXVECTOR3 vAxis;
D3DXVec3Cross(&vAxis, pvFrom, pvTo); // proportional to sin(theta)
pOut->x = vAxis.x;
pOut->y = vAxis.y;
pOut->z = vAxis.z;
pOut->w = D3DXVec3Dot( pvFrom, pvTo );
return pOut;
}
//-----------------------------------------------------------------------------
// Name: D3DXQuaternionAxisToAxis
// Desc: Axis to axis quaternion
// Takes two points on unit sphere an angle THETA apart, returns
// quaternion that represents a rotation around cross product by theta.
//-----------------------------------------------------------------------------
inline D3DXQUATERNION* WINAPI D3DXQuaternionAxisToAxis
( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pvFrom, const D3DXVECTOR3 *pvTo)
{
D3DXVECTOR3 vA, vB;
D3DXVec3Normalize(&vA, pvFrom);
D3DXVec3Normalize(&vB, pvTo);
D3DXVECTOR3 vHalf(vA + vB);
D3DXVec3Normalize(&vHalf, &vHalf);
return D3DXQuaternionUnitAxisToUnitAxis2(pOut, &vA, &vHalf);
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
CD3DArcBall::CD3DArcBall()
{
Init();
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
void CD3DArcBall::Init()
{
D3DXQuaternionIdentity( &m_qDown );
D3DXQuaternionIdentity( &m_qNow );
D3DXMatrixIdentity( &m_matRotation );
D3DXMatrixIdentity( &m_matRotationDelta );
D3DXMatrixIdentity( &m_matTranslation );
D3DXMatrixIdentity( &m_matTranslationDelta );
m_bDrag = FALSE;
m_fRadiusTranslation = 1.0f;
m_bRightHanded = FALSE;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CD3DArcBall::SetWindow( int iWidth, int iHeight, float fRadius )
{
// Set ArcBall info
m_iWidth = iWidth;
m_iHeight = iHeight;
m_fRadius = fRadius;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
D3DXVECTOR3 CD3DArcBall::ScreenToVector( int sx, int sy )
{
// Scale to screen
FLOAT x = -(sx - m_iWidth/2) / (m_fRadius*m_iWidth/2);
FLOAT y = (sy - m_iHeight/2) / (m_fRadius*m_iHeight/2);
if( m_bRightHanded )
{
x = -x;
y = -y;
}
FLOAT z = 0.0f;
FLOAT mag = x*x + y*y;
if( mag > 1.0f )
{
FLOAT scale = 1.0f/sqrtf(mag);
x *= scale;
y *= scale;
}
else
z = sqrtf( 1.0f - mag );
// Return vector
return D3DXVECTOR3( x, y, z );
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CD3DArcBall::SetRadius( FLOAT fRadius )
{
m_fRadiusTranslation = fRadius;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
LRESULT CD3DArcBall::HandleMouseMessages( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
UNREFERENCED_PARAMETER( hWnd );
static int iCurMouseX; // Saved mouse position
static int iCurMouseY;
static D3DXVECTOR3 s_vDown; // Button down vector
// Current mouse position
int iMouseX = GET_X_LPARAM(lParam);
int iMouseY = GET_Y_LPARAM(lParam);
switch( uMsg )
{
case WM_RBUTTONDOWN:
case WM_MBUTTONDOWN:
// Store off the position of the cursor when the button is pressed
iCurMouseX = iMouseX;
iCurMouseY = iMouseY;
return TRUE;
case WM_LBUTTONDOWN:
// Start drag mode
m_bDrag = TRUE;
s_vDown = ScreenToVector( iMouseX, iMouseY );
m_qDown = m_qNow;
return TRUE;
case WM_LBUTTONUP:
// End drag mode
m_bDrag = FALSE;
return TRUE;
case WM_MOUSEMOVE:
// Drag object
if( MK_LBUTTON&wParam )
{
if( m_bDrag )
{
// recompute m_qNow
D3DXVECTOR3 vCur = ScreenToVector( iMouseX, iMouseY );
D3DXQUATERNION qAxisToAxis;
D3DXQuaternionAxisToAxis(&qAxisToAxis, &s_vDown, &vCur);
m_qNow = m_qDown;
m_qNow *= qAxisToAxis;
D3DXMatrixRotationQuaternion(&m_matRotationDelta, &qAxisToAxis);
}
else
D3DXMatrixIdentity(&m_matRotationDelta);
D3DXMatrixRotationQuaternion(&m_matRotation, &m_qNow);
m_bDrag = TRUE;
}
else if( (MK_RBUTTON&wParam) || (MK_MBUTTON&wParam) )
{
// Normalize based on size of window and bounding sphere radius
FLOAT fDeltaX = ( iCurMouseX-iMouseX ) * m_fRadiusTranslation / m_iWidth;
FLOAT fDeltaY = ( iCurMouseY-iMouseY ) * m_fRadiusTranslation / m_iHeight;
if( wParam & MK_RBUTTON )
{
D3DXMatrixTranslation( &m_matTranslationDelta, -2*fDeltaX, 2*fDeltaY, 0.0f );
D3DXMatrixMultiply( &m_matTranslation, &m_matTranslation, &m_matTranslationDelta );
}
else // wParam & MK_MBUTTON
{
D3DXMatrixTranslation( &m_matTranslationDelta, 0.0f, 0.0f, 5*fDeltaY );
D3DXMatrixMultiply( &m_matTranslation, &m_matTranslation, &m_matTranslationDelta );
}
// Store mouse coordinate
iCurMouseX = iMouseX;
iCurMouseY = iMouseY;
}
return TRUE;
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
CD3DCamera::CD3DCamera()
{
// Set attributes for the view matrix
D3DXVECTOR3 vEyePt(0.0f,0.0f,0.0f);
D3DXVECTOR3 vLookatPt(0.0f,0.0f,1.0f);
D3DXVECTOR3 vUpVec(0.0f,1.0f,0.0f);
SetViewParams( vEyePt, vLookatPt, vUpVec );
// Set attributes for the projection matrix
SetProjParams( D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CD3DCamera::SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt,
D3DXVECTOR3& vUpVec )
{
// Set attributes for the view matrix
m_vEyePt = vEyePt;
m_vLookatPt = vLookatPt;
m_vUpVec = vUpVec;
D3DXVECTOR3 vDir = m_vLookatPt - m_vEyePt;
D3DXVec3Normalize( &m_vView, &vDir );
D3DXVec3Cross( &m_vCross, &m_vView, &m_vUpVec );
D3DXMatrixLookAtLH( &m_matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
D3DXMatrixInverse( &m_matBillboard, NULL, &m_matView );
m_matBillboard._41 = 0.0f;
m_matBillboard._42 = 0.0f;
m_matBillboard._43 = 0.0f;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CD3DCamera::SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane,
FLOAT fFarPlane )
{
// Set attributes for the projection matrix
m_fFOV = fFOV;
m_fAspect = fAspect;
m_fNearPlane = fNearPlane;
m_fFarPlane = fFarPlane;
D3DXMatrixPerspectiveFovLH( &m_matProj, fFOV, fAspect, fNearPlane, fFarPlane );
}
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