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hush-src-multi-GamePlayer-d3dutil.cpp / cpp



  //-----------------------------------------------------------------------------
  // File: D3DUtil.cpp
  //
  // Desc: Shortcut macros and functions for using DirectX objects
  //
  // Copyright (c) Microsoft Corporation. All rights reserved
  //-----------------------------------------------------------------------------
  
  define STRICT
  include <stdafx.h>
  include <Windows.h>
  include <WindowsX.h>
  include <tchar.h>
  include <stdio.h>
  include <D3DUtil.h>
  include <DXUtil.h>
  include <D3DX9.h>
  
  //-----------------------------------------------------------------------------
  // Name: D3DUtil_InitMaterial()
  // Desc: Initializes a D3DMATERIAL9 structure, setting the diffuse and ambient
  //       colors. It does not set emissive or specular colors.
  //-----------------------------------------------------------------------------
  VOID D3DUtil_InitMaterial( D3DMATERIAL9& mtrl, FLOAT r, FLOAT g, FLOAT b,
                             FLOAT a )
  {
      ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
      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( D3DLIGHT9& light, D3DLIGHTTYPE ltType,
                          FLOAT x, FLOAT y, FLOAT z )
  {
      D3DXVECTOR3 vecLightDirUnnormalized(x, y, z);
      ZeroMemory( &light, sizeof(D3DLIGHT9) );
      light.Type        = ltType;
      light.Diffuse.r   = 1.0f;
      light.Diffuse.g   = 1.0f;
      light.Diffuse.b   = 1.0f;
      D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecLightDirUnnormalized );
      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( LPDIRECT3DDEVICE9 pd3dDevice, TCHAR* strTexture,
                                 LPDIRECT3DTEXTURE9* ppTexture, D3DFORMAT d3dFormat )
  {
      HRESULT hr;
      TCHAR strPath[MAX_PATH];
  
      // Get the path to the texture
      if( FAILED( hr = DXUtil_FindMediaFileCb( strPath, sizeof(strPath), strTexture ) ) )
          return hr;
  
      // 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_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
      D3DXMATRIXA16 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 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
      D3DXVECTOR3 vecDiff = p2-p1;
      FLOAT t = D3DXVec3Length( &vecDiff ) / ( 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( LPDIRECT3DDEVICE9 pd3dDevice, HCURSOR hCursor,
                                   BOOL bAddWatermark )
  {
      HRESULT hr = E_FAIL;
      ICONINFO iconinfo;
      BOOL bBWCursor;
      LPDIRECT3DSURFACE9 pCursorSurface = 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->CreateOffscreenPlainSurface( dwWidth, dwHeightDest, 
          D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pCursorSurface, NULL ) ) )
      {
          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( hdcScreen );
          if( hdcColor == NULL )
          {
              hr = E_FAIL;
              goto End;
          }
          SelectObject(hdcColor, iconinfo.hbmColor);
          GetDIBits(hdcColor, iconinfo.hbmColor, 0, dwHeightDest, 
              pcrArrayColor, &bmi, DIB_RGB_COLORS);
      }
  
      // Transfer cursor image into the surface
      D3DLOCKED_RECT lr;
      pCursorSurface->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;
                  }
              }
          }
      }
      pCursorSurface->UnlockRect();
  
      // Set the device cursor
      if( FAILED( hr = pd3dDevice->SetCursorProperties( iconinfo.xHotspot, 
          iconinfo.yHotspot, pCursorSurface ) ) )
      {
          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( pCursorSurface );
  
      return hr;
  }
  
  //-----------------------------------------------------------------------------
  // Name: D3DFormatToString
  // Desc: Returns the string for the given D3DFORMAT.
  //-----------------------------------------------------------------------------
  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 )
  {
      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 );
  }
  
  


(C) Æliens 20/2/2008

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