📄 d3dutils.pas
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end;
xx := x*x; yy := y*y; zz := z*z;
xy := x*y; xz := x*z; yz := y*z;
wx := w*x; wy := w*y; wz := w*z;
mat._11 := 1 - 2 * ( yy + zz );
mat._12 := 2 * ( xy - wz );
mat._13 := 2 * ( xz + wy );
mat._21 := 2 * ( xy + wz );
mat._22 := 1 - 2 * ( xx + zz );
mat._23 := 2 * ( yz - wx );
mat._31 := 2 * ( xz - wy );
mat._32 := 2 * ( yz + wx );
mat._33 := 1 - 2 * ( xx + yy );
mat._14 := 0.0; mat._24 := 0.0; mat._34 := 0.0;
mat._41 := 0.0; mat._42 := 0.0; mat._43 := 0.0;
mat._44 := 1.0;
end;
//-----------------------------------------------------------------------------
// Name: D3DMath_QuaternionMultiply()
// Desc: Mulitples two quaternions together as in {Q} = {A} * {B}.
//-----------------------------------------------------------------------------
procedure D3DMath_QuaternionMultiply(var Qx, Qy, Qz, Qw: Double;
Ax, Ay, Az, Aw, Bx, By, Bz, Bw: Double);
var
Dx, Dy, Dz, Dw: Double;
begin
Dx := Ax*Bw + Ay*Bz - Az*By + Aw*Bx;
Dy := -Ax*Bz + Ay*Bw + Az*Bx + Aw*By;
Dz := Ax*By - Ay*Bx + Az*Bw + Aw*Bz;
Dw := -Ax*Bx - Ay*By - Az*Bz + Aw*Bw;
Qx := Dx; Qy := Dy; Qz := Dz; Qw := Dw;
end;
//-----------------------------------------------------------------------------
// Name: D3DMath_SlerpQuaternions()
// Desc: Compute a quaternion which is the spherical linear interpolation
// between two other quaternions by dvFraction.
//-----------------------------------------------------------------------------
procedure D3DMath_QuaternionSlerp(var Qx, Qy, Qz, Qw: Double;
Ax, Ay, Az, Aw, Bx, By, Bz, Bw, fAlpha: Double);
var
fCosTheta: Double;
fBeta: Double;
fTheta: Double;
begin
// Compute dot product (equal to cosine of the angle between quaternions)
fCosTheta := Ax*Bx + Ay*By + Az*Bz + Aw*Bw;
// Check angle to see if quaternions are in opposite hemispheres
if fCosTheta < 0.0 then
begin
// If so, flip one of the quaterions
fCosTheta := -fCosTheta;
Bx := -Bx; By := -By; Bz := -Bz; Bw := -Bw;
end;
// Set factors to do linear interpolation, as a special case where the
// quaternions are close together.
fBeta := 1.0 - fAlpha;
// If the quaternions aren't close, proceed with spherical interpolation
if 1.0 - fCosTheta > 0.001 then
begin
fTheta := arccos( fCosTheta );
fBeta := sin( fTheta*fBeta ) / sin( fTheta);
fAlpha := sin( fTheta*fAlpha ) / sin( fTheta);
end;
// Do the interpolation
Qx := fBeta*Ax + fAlpha*Bx;
Qy := fBeta*Ay + fAlpha*By;
Qz := fBeta*Az + fAlpha*Bz;
Qw := fBeta*Aw + fAlpha*Bw;
end;
//-----------------------------------------------------------------------------
// File: D3DUtil.cpp
//
// Desc: Shortcut macros and functions for using DX objects
//
//
// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitSurfaceDesc()
// Desc: Helper function called to build a DDSURFACEDESC2 structure,
// typically before calling CreateSurface() or GetSurfaceDesc()
//-----------------------------------------------------------------------------
procedure D3DUtil_InitSurfaceDesc(var ddsd: TDDSurfaceDesc2; dwFlags, dwCaps: DWORD);
begin
FillChar(ddsd, SizeOf(ddsd), 0);
ddsd.dwSize := SizeOf(ddsd);
ddsd.dwFlags := dwFlags;
ddsd.ddsCaps.dwCaps := dwCaps;
ddsd.ddpfPixelFormat.dwSize := SizeOf(ddsd.ddpfPixelFormat);
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitMaterial()
// Desc: Helper function called to build a D3DMATERIAL7 structure
//-----------------------------------------------------------------------------
procedure D3DUtil_InitMaterial(var mtrl: TD3DMaterial7; r, g, b, a: Double);
begin
FillChar(mtrl, SizeOf(mtrl), 0);
mtrl.dcvDiffuse.r := r; mtrl.dcvAmbient.r := r;
mtrl.dcvDiffuse.g := g; mtrl.dcvAmbient.g := g;
mtrl.dcvDiffuse.b := b; mtrl.dcvAmbient.b := b;
mtrl.dcvDiffuse.a := a; mtrl.dcvAmbient.a := a;
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_InitLight()
// Desc: Initializes a D3DLIGHT7 structure
//-----------------------------------------------------------------------------
procedure D3DUtil_InitLight(var light: TD3DLight7; ltType: TD3DLightType; x, y, z: Double);
begin
FillChar(light, SizeOf(light), 0);
light.dltType := ltType;
light.dcvDiffuse.r := 1.0;
light.dcvDiffuse.g := 1.0;
light.dcvDiffuse.b := 1.0;
light.dcvSpecular := light.dcvDiffuse;
light.dvPosition.x := x; light.dvDirection.x := x;
light.dvPosition.y := y; light.dvDirection.y := y;
light.dvPosition.z := z; light.dvDirection.z := z;
light.dvAttenuation0 := 1.0;
light.dvRange := D3DLIGHT_RANGE_MAX;
end;
procedure D3DUtil_SetIdentityMatrix(var m: TD3DMatrix);
begin
m._12 := 0; m._13 := 0; m._14 := 0; m._21 := 0; m._23 := 0; m._24 := 0;
m._31 := 0; m._32 := 0; m._34 := 0; m._41 := 0; m._42 := 0; m._43 := 0;
m._11 := 1; m._22 := 1; m._33 := 1; m._44 := 1;
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetViewMatrix()
// Desc: Given an eye point, a lookat point, and an up vector, this
// function builds a 4x4 view matrix.
//-----------------------------------------------------------------------------
function D3DUtil_SetViewMatrix(var mat: TD3DMatrix; const vFrom, vAt, vWorldUp: TD3DVector): HResult;
var
vView: TD3DVector;
fLength: Double;
fDotProduct: Double;
vUp: TD3DVector;
vRight: TD3DVector;
begin
// Get the z basis vector, which points straight ahead. This is the
// difference from the eyepoint to the lookat point.
vView := VectorSub(vAt, vFrom);
fLength := VectorMagnitude( vView );
if fLength < 0.1e-6 then
begin
Result := E_INVALIDARG;
Exit;
end;
// Normalize the z basis vector
vView := VectorDivS(vView, fLength);
// Get the dot product, and calculate the projection of the z basis
// vector onto the up vector. The projection is the y basis vector.
fDotProduct :=VectorDotProduct( vWorldUp, vView );
vUp := VectorSub(vWorldUp, VectorMulS(vView, fDotProduct));
// If this vector has near-zero length because the input specified a
// bogus up vector, let's try a default up vector
fLength := VectorMagnitude(vUp);
if 1e-6 > fLength then
begin
vUp := VectorSub(MakeD3DVector(0, 1, 0), VectorMulS(vView, vView.y));
// If we still have near-zero length, resort to a different axis.
fLength := VectorMagnitude(vUp);
if 1e-6 > fLength then
begin
vUp := VectorSub(MakeD3DVector(0, 0, 1), VectorMulS(vView, vView.z));
fLength := VectorMagnitude(vUp);
if 1e-6 > fLength then
begin
Result := E_INVALIDARG;
Exit;
end;
end;
end;
// Normalize the y basis vector
vUp := VectorDivS(vUp, fLength);
// The x basis vector is found simply with the cross product of the y
// and z basis vectors
vRight := VectorCrossProduct( vUp, vView );
// Start building the matrix. The first three rows contains the basis
// vectors used to rotate the view to point at the lookat point
D3DUtil_SetIdentityMatrix( mat );
mat._11 := vRight.x; mat._12 := vUp.x; mat._13 := vView.x;
mat._21 := vRight.y; mat._22 := vUp.y; mat._23 := vView.y;
mat._31 := vRight.z; mat._32 := vUp.z; mat._33 := vView.z;
// Do the translation values (rotations are still about the eyepoint)
mat._41 := - VectorDotProduct( vFrom, vRight );
mat._42 := - VectorDotProduct( vFrom, vUp );
mat._43 := - VectorDotProduct( vFrom, vView );
Result := S_OK;
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetProjectionMatrix()
// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
// from the field-of-view (fov, in y), aspect ratio, near plane (D),
// and far plane (F). Note that the projection matrix is normalized for
// element [3][4] to be 1.0. This is performed so that W-based range fog
// will work correctly.
//-----------------------------------------------------------------------------
function D3DUtil_SetProjectionMatrix(var mat: TD3DMatrix; fFOV, fAspect, fNearPlane, fFarPlane: Double): HResult;
var
w, h, Q: Double;
begin
if (abs(fFarPlane-fNearPlane)<0.01) or (abs(sin(fFOV/2))<0.01) then
begin
Result := E_INVALIDARG;
Exit;
end;
w := fAspect * ( cos(fFOV/2)/sin(fFOV/2) );
h := 1.0 * ( cos(fFOV/2)/sin(fFOV/2) );
Q := fFarPlane / ( fFarPlane - fNearPlane );
FillChar(mat, SizeOf(mat), 0);
mat._11 := w;
mat._22 := h;
mat._33 := Q;
mat._34 := 1.0;
mat._43 := -Q*fNearPlane;
Result := S_OK;
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotateXMatrix()
// Desc: Create Rotation matrix about X axis
//-----------------------------------------------------------------------------
procedure D3DUtil_SetRotateXMatrix(var mat: TD3DMatrix; fRads: Double);
begin
D3DUtil_SetIdentityMatrix( mat );
mat._22 := cos( fRads );
mat._23 := sin( fRads );
mat._32 := -sin( fRads );
mat._33 := cos( fRads );
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotateYMatrix()
// Desc: Create Rotation matrix about Y axis
//-----------------------------------------------------------------------------
procedure D3DUtil_SetRotateYMatrix(var mat: TD3DMatrix; fRads: Double);
begin
D3DUtil_SetIdentityMatrix( mat );
mat._11 := cos( fRads );
mat._13 := -sin( fRads );
mat._31 := sin( fRads );
mat._33 := cos( fRads );
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotateZMatrix()
// Desc: Create Rotation matrix about Z axis
//-----------------------------------------------------------------------------
procedure D3DUtil_SetRotateZMatrix(var mat: TD3DMatrix; fRads: Double);
begin
D3DUtil_SetIdentityMatrix( mat );
mat._11 := cos( fRads );
mat._12 := sin( fRads );
mat._21 := -sin( fRads );
mat._22 := cos( fRads );
end;
//-----------------------------------------------------------------------------
// Name: D3DUtil_SetRotationMatrix
// Desc: Create a Rotation matrix about vector direction
//-----------------------------------------------------------------------------
procedure D3DUtil_SetRotationMatrix(var mat: TD3DMatrix; var vDir: TD3DVector; fRads: Double);
var
fCos, fSin: Double;
v: TD3DVector;
begin
fCos := cos( fRads );
fSin := sin( fRads );
v := VectorNormalize( vDir );
mat._11 := ( v.x * v.x ) * ( 1.0 - fCos ) + fCos;
mat._12 := ( v.x * v.y ) * ( 1.0 - fCos ) - (v.z * fSin);
mat._13 := ( v.x * v.z ) * ( 1.0 - fCos ) + (v.y * fSin);
mat._21 := ( v.y * v.x ) * ( 1.0 - fCos ) + (v.z * fSin);
mat._22 := ( v.y * v.y ) * ( 1.0 - fCos ) + fCos ;
mat._23 := ( v.y * v.z ) * ( 1.0 - fCos ) - (v.x * fSin);
mat._31 := ( v.z * v.x ) * ( 1.0 - fCos ) - (v.y * fSin);
mat._32 := ( v.z * v.y ) * ( 1.0 - fCos ) + (v.x * fSin);
mat._33 := ( v.z * v.z ) * ( 1.0 - fCos ) + fCos;
mat._14 := 0; mat._24 := 0; mat._34 := 0;
mat._41 := 0; mat._42 := 0; mat._43 := 0;
mat._44 := 1.0;
end;
end.
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