📄 d3dutil.cpp
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}
SelectObject(hdcColor, iconinfo.hbmColor);
GetDIBits(hdcColor, iconinfo.hbmColor, 0, dwHeightDest,
pcrArrayColor, &bmi, DIB_RGB_COLORS);
}
// Transfer cursor image into the surface
D3DLOCKED_RECT lr;
pCursorBitmap->LockRect( &lr, NULL, 0 );
pBitmap = (DWORD*)lr.pBits;
for( y = 0; y < dwHeightDest; y++ )
{
for( x = 0; x < dwWidth; x++ )
{
if (bBWCursor)
{
crColor = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
crMask = pcrArrayMask[dwWidth*(dwHeightSrc-1-y) + x];
}
else
{
crColor = pcrArrayColor[dwWidth*(dwHeightDest-1-y) + x];
crMask = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
}
if (crMask == 0)
pBitmap[dwWidth*y + x] = 0xff000000 | crColor;
else
pBitmap[dwWidth*y + x] = 0x00000000;
// It may be helpful to make the D3D cursor look slightly
// different from the Windows cursor so you can distinguish
// between the two when developing/testing code. When
// bAddWatermark is TRUE, the following code adds some
// small grey "D3D" characters to the upper-left corner of
// the D3D cursor image.
if( bAddWatermark && x < 12 && y < 5 )
{
// 11.. 11.. 11.. .... CCC0
// 1.1. ..1. 1.1. .... A2A0
// 1.1. .1.. 1.1. .... A4A0
// 1.1. ..1. 1.1. .... A2A0
// 11.. 11.. 11.. .... CCC0
const WORD wMask[5] = { 0xccc0, 0xa2a0, 0xa4a0, 0xa2a0, 0xccc0 };
if( wMask[y] & (1 << (15 - x)) )
{
pBitmap[dwWidth*y + x] |= 0xff808080;
}
}
}
}
pCursorBitmap->UnlockRect();
// Set the device cursor
if( FAILED( hr = pd3dDevice->SetCursorProperties( iconinfo.xHotspot,
iconinfo.yHotspot, pCursorBitmap ) ) )
{
goto End;
}
hr = S_OK;
End:
if( iconinfo.hbmMask != NULL )
DeleteObject( iconinfo.hbmMask );
if( iconinfo.hbmColor != NULL )
DeleteObject( iconinfo.hbmColor );
if( hdcScreen != NULL )
ReleaseDC( NULL, hdcScreen );
if( hdcColor != NULL )
DeleteDC( hdcColor );
if( hdcMask != NULL )
DeleteDC( hdcMask );
SAFE_DELETE_ARRAY( pcrArrayColor );
SAFE_DELETE_ARRAY( pcrArrayMask );
SAFE_RELEASE( pCursorBitmap );
return hr;
}
//-----------------------------------------------------------------------------
// 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()
{
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 )
{
static int iCurMouseX; // Saved mouse position
static int iCurMouseY;
static D3DXVECTOR3 s_vDown; // Button down vector
// Current mouse position
int iMouseX = LOWORD(lParam);
int iMouseY = HIWORD(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
SetViewParams( D3DXVECTOR3(0.0f,0.0f,0.0f), D3DXVECTOR3(0.0f,0.0f,1.0f),
D3DXVECTOR3(0.0f,1.0f,0.0f) );
// 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;
D3DXVec3Normalize( &m_vView, &(m_vLookatPt - m_vEyePt) );
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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