//----------------------------------------------------------------------------- // File: D3DUtil.h // // Desc: Helper functions and typing shortcuts for Direct3D programming. //----------------------------------------------------------------------------- #ifndef D3DUTIL_H #define D3DUTIL_H #include #include //----------------------------------------------------------------------------- // 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=0.0f, FLOAT g=0.0f, FLOAT b=0.0f, FLOAT a=1.0f ); //----------------------------------------------------------------------------- // Name: D3DUtil_InitLight() // Desc: Initializes a D3DLIGHT structure, setting the light position. The // diffuse color is set to white, specular and ambient left as black. //----------------------------------------------------------------------------- VOID D3DUtil_InitLight( D3DLIGHT9& light, D3DLIGHTTYPE ltType, FLOAT x=0.0f, FLOAT y=0.0f, FLOAT z=0.0f ); //----------------------------------------------------------------------------- // 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 = D3DFMT_UNKNOWN ); //----------------------------------------------------------------------------- // 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_" //----------------------------------------------------------------------------- TCHAR* D3DUtil_D3DFormatToString( D3DFORMAT format, bool bWithPrefix = true ); //----------------------------------------------------------------------------- // Name: class CD3DArcBall // Desc: //----------------------------------------------------------------------------- class CD3DArcBall { INT m_iWidth; // ArcBall's window width INT m_iHeight; // ArcBall's window height FLOAT m_fRadius; // ArcBall's radius in screen coords FLOAT m_fRadiusTranslation; // ArcBall's radius for translating the target D3DXQUATERNION m_qDown; // Quaternion before button down D3DXQUATERNION m_qNow; // Composite quaternion for current drag D3DXMATRIXA16 m_matRotation; // Matrix for arcball's orientation D3DXMATRIXA16 m_matRotationDelta; // Matrix for arcball's orientation D3DXMATRIXA16 m_matTranslation; // Matrix for arcball's position D3DXMATRIXA16 m_matTranslationDelta; // Matrix for arcball's position BOOL m_bDrag; // Whether user is dragging arcball BOOL m_bRightHanded; // Whether to use RH coordinate system D3DXVECTOR3 ScreenToVector( int sx, int sy ); public: LRESULT HandleMouseMessages( HWND, UINT, WPARAM, LPARAM ); D3DXMATRIX* GetRotationMatrix() { return &m_matRotation; } D3DXMATRIX* GetRotationDeltaMatrix() { return &m_matRotationDelta; } D3DXMATRIX* GetTranslationMatrix() { return &m_matTranslation; } D3DXMATRIX* GetTranslationDeltaMatrix() { return &m_matTranslationDelta; } BOOL IsBeingDragged() { return m_bDrag; } VOID SetRadius( FLOAT fRadius ); VOID SetWindow( INT w, INT h, FLOAT r=0.9 ); VOID SetRightHanded( BOOL bRightHanded ) { m_bRightHanded = bRightHanded; } CD3DArcBall(); VOID Init(); }; //----------------------------------------------------------------------------- // Name: class CD3DCamera // Desc: //----------------------------------------------------------------------------- class CD3DCamera { D3DXVECTOR3 m_vEyePt; // Attributes for view matrix D3DXVECTOR3 m_vLookatPt; D3DXVECTOR3 m_vUpVec; D3DXVECTOR3 m_vView; D3DXVECTOR3 m_vCross; D3DXMATRIXA16 m_matView; D3DXMATRIXA16 m_matBillboard; // Special matrix for billboarding effects FLOAT m_fFOV; // Attributes for projection matrix FLOAT m_fAspect; FLOAT m_fNearPlane; FLOAT m_fFarPlane; D3DXMATRIXA16 m_matProj; public: // Access functions D3DXVECTOR3 GetEyePt() { return m_vEyePt; } D3DXVECTOR3 GetLookatPt() { return m_vLookatPt; } D3DXVECTOR3 GetUpVec() { return m_vUpVec; } D3DXVECTOR3 GetViewDir() { return m_vView; } D3DXVECTOR3 GetCross() { return m_vCross; } FLOAT GetFOV() { return m_fFOV; } FLOAT GetAspect() { return m_fAspect; } FLOAT GetNearPlane() { return m_fNearPlane; } FLOAT GetFarPlane() { return m_fFarPlane; } D3DXMATRIX GetViewMatrix() { return m_matView; } D3DXMATRIX GetBillboardMatrix() { return m_matBillboard; } D3DXMATRIX GetProjMatrix() { return m_matProj; } VOID SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt, D3DXVECTOR3& vUpVec ); VOID SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane ); CD3DCamera(); }; #endif // D3DUTIL_H