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| author | Dave Clark <[email protected]> | 2018-02-28 17:22:22 -0500 |
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| committer | Dave Clark <[email protected]> | 2018-02-28 17:22:22 -0500 |
| commit | 25528fd230f5f4298c35123a833cdb112675808e (patch) | |
| tree | f5aca3f5ee5a7734df41e7b974a04c37ddff528e /samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h | |
| parent | Push GfeSDK #173 (diff) | |
| download | gfesdk-25528fd230f5f4298c35123a833cdb112675808e.tar.xz gfesdk-25528fd230f5f4298c35123a833cdb112675808e.zip | |
Push SDK # 1.1.186
Documentation updates.
Diffstat (limited to 'samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h')
| -rw-r--r-- | samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h | 517 |
1 files changed, 517 insertions, 0 deletions
diff --git a/samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h b/samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h new file mode 100644 index 0000000..c29b104 --- /dev/null +++ b/samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h @@ -0,0 +1,517 @@ +//-------------------------------------------------------------------------------------- +// File: Camera.h +// +// Helper functions for Direct3D programming. +// +// Copyright (c) Microsoft Corporation. All rights reserved +//-------------------------------------------------------------------------------------- +#pragma once +#ifndef CAMERA_H +#define CAMERA_H + +//-------------------------------------------------------------------------------------- +class CD3DArcBall +{ +public: + CD3DArcBall(); + + // Functions to change behavior + void Reset(); + void SetTranslationRadius( FLOAT fRadiusTranslation ) + { + m_fRadiusTranslation = fRadiusTranslation; + } + void SetWindow( INT nWidth, INT nHeight, FLOAT fRadius = 0.9f ) + { + m_nWidth = nWidth; m_nHeight = nHeight; m_fRadius = fRadius; + m_vCenter = D3DXVECTOR2( m_nWidth / 2.0f, m_nHeight / 2.0f ); + } + void SetOffset( INT nX, INT nY ) + { + m_Offset.x = nX; m_Offset.y = nY; + } + + // Call these from client and use GetRotationMatrix() to read new rotation matrix + void OnBegin( int nX, int nY ); // start the rotation (pass current mouse position) + void OnMove( int nX, int nY ); // continue the rotation (pass current mouse position) + void OnEnd(); // end the rotation + + // Or call this to automatically handle left, middle, right buttons + LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); + + // Functions to get/set state + const D3DXMATRIX* GetRotationMatrix() + { + return D3DXMatrixRotationQuaternion( &m_mRotation, &m_qNow ); + }; + const D3DXMATRIX* GetTranslationMatrix() const + { + return &m_mTranslation; + } + const D3DXMATRIX* GetTranslationDeltaMatrix() const + { + return &m_mTranslationDelta; + } + bool IsBeingDragged() const + { + return m_bDrag; + } + D3DXQUATERNION GetQuatNow() const + { + return m_qNow; + } + void SetQuatNow( D3DXQUATERNION q ) + { + m_qNow = q; + } + + static D3DXQUATERNION WINAPI QuatFromBallPoints( const D3DXVECTOR3& vFrom, const D3DXVECTOR3& vTo ); + + +protected: + D3DXMATRIXA16 m_mRotation; // Matrix for arc ball's orientation + D3DXMATRIXA16 m_mTranslation; // Matrix for arc ball's position + D3DXMATRIXA16 m_mTranslationDelta; // Matrix for arc ball's position + + POINT m_Offset; // window offset, or upper-left corner of window + INT m_nWidth; // arc ball's window width + INT m_nHeight; // arc ball's window height + D3DXVECTOR2 m_vCenter; // center of arc ball + FLOAT m_fRadius; // arc ball's radius in screen coords + FLOAT m_fRadiusTranslation; // arc ball's radius for translating the target + + D3DXQUATERNION m_qDown; // Quaternion before button down + D3DXQUATERNION m_qNow; // Composite quaternion for current drag + bool m_bDrag; // Whether user is dragging arc ball + + POINT m_ptLastMouse; // position of last mouse point + D3DXVECTOR3 m_vDownPt; // starting point of rotation arc + D3DXVECTOR3 m_vCurrentPt; // current point of rotation arc + + D3DXVECTOR3 ScreenToVector( float fScreenPtX, float fScreenPtY ); +}; + + +//-------------------------------------------------------------------------------------- +// used by CCamera to map WM_KEYDOWN keys +//-------------------------------------------------------------------------------------- +enum D3DUtil_CameraKeys +{ + CAM_STRAFE_LEFT = 0, + CAM_STRAFE_RIGHT, + CAM_MOVE_FORWARD, + CAM_MOVE_BACKWARD, + CAM_MOVE_UP, + CAM_MOVE_DOWN, + CAM_RESET, + CAM_CONTROLDOWN, + CAM_MAX_KEYS, + CAM_UNKNOWN = 0xFF +}; + +#define KEY_WAS_DOWN_MASK 0x80 +#define KEY_IS_DOWN_MASK 0x01 + +#define MOUSE_LEFT_BUTTON 0x01 +#define MOUSE_MIDDLE_BUTTON 0x02 +#define MOUSE_RIGHT_BUTTON 0x04 +#define MOUSE_WHEEL 0x08 + + +//-------------------------------------------------------------------------------------- +// Simple base camera class that moves and rotates. The base class +// records mouse and keyboard input for use by a derived class, and +// keeps common state. +//-------------------------------------------------------------------------------------- +class CBaseCamera +{ +public: + CBaseCamera(); + + // Call these from client and use Get*Matrix() to read new matrices + virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); + virtual void FrameMove( FLOAT fElapsedTime ) = 0; + + // Functions to change camera matrices + virtual void Reset(); + virtual void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ); + virtual void SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane ); + + // Functions to change behavior + virtual void SetDragRect( RECT& rc ) + { + m_rcDrag = rc; + } + void SetInvertPitch( bool bInvertPitch ) + { + m_bInvertPitch = bInvertPitch; + } + void SetDrag( bool bMovementDrag, FLOAT fTotalDragTimeToZero = 0.25f ) + { + m_bMovementDrag = bMovementDrag; m_fTotalDragTimeToZero = fTotalDragTimeToZero; + } + void SetEnableYAxisMovement( bool bEnableYAxisMovement ) + { + m_bEnableYAxisMovement = bEnableYAxisMovement; + } + void SetEnablePositionMovement( bool bEnablePositionMovement ) + { + m_bEnablePositionMovement = bEnablePositionMovement; + } + void SetClipToBoundary( bool bClipToBoundary, D3DXVECTOR3* pvMinBoundary, + D3DXVECTOR3* pvMaxBoundary ) + { + m_bClipToBoundary = bClipToBoundary; if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary; + if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary; + } + void SetScalers( FLOAT fRotationScaler = 0.01f, FLOAT fMoveScaler = 5.0f ) + { + m_fRotationScaler = fRotationScaler; m_fMoveScaler = fMoveScaler; + } + void SetNumberOfFramesToSmoothMouseData( int nFrames ) + { + if( nFrames > 0 ) m_fFramesToSmoothMouseData = ( float )nFrames; + } + void SetResetCursorAfterMove( bool bResetCursorAfterMove ) + { + m_bResetCursorAfterMove = bResetCursorAfterMove; + } + + // Functions to get state + const D3DXMATRIX* GetViewMatrix() const + { + return &m_mView; + } + const D3DXMATRIX* GetProjMatrix() const + { + return &m_mProj; + } + const D3DXVECTOR3* GetEyePt() const + { + return &m_vEye; + } + const D3DXVECTOR3* GetLookAtPt() const + { + return &m_vLookAt; + } + float GetNearClip() const + { + return m_fNearPlane; + } + float GetFarClip() const + { + return m_fFarPlane; + } + + bool IsBeingDragged() const + { + return ( m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown ); + } + bool IsMouseLButtonDown() const + { + return m_bMouseLButtonDown; + } + bool IsMouseMButtonDown() const + { + return m_bMouseMButtonDown; + } + bool IsMouseRButtonDown() const + { + return m_bMouseRButtonDown; + } + +protected: + // Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum + virtual D3DUtil_CameraKeys MapKey( UINT nKey ); + bool IsKeyDown( BYTE key ) const + { + return( ( key & KEY_IS_DOWN_MASK ) == KEY_IS_DOWN_MASK ); + } + bool WasKeyDown( BYTE key ) const + { + return( ( key & KEY_WAS_DOWN_MASK ) == KEY_WAS_DOWN_MASK ); + } + + void ConstrainToBoundary( D3DXVECTOR3* pV ); + void UpdateMouseDelta(); + void UpdateVelocity( float fElapsedTime ); + void GetInput( bool bGetKeyboardInput, bool bGetMouseInput, bool bGetGamepadInput, + bool bResetCursorAfterMove ); + + D3DXMATRIX m_mView; // View matrix + D3DXMATRIX m_mProj; // Projection matrix + + DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state + D3DXVECTOR3 m_vGamePadLeftThumb; + D3DXVECTOR3 m_vGamePadRightThumb; + double m_GamePadLastActive[DXUT_MAX_CONTROLLERS]; + + int m_cKeysDown; // Number of camera keys that are down. + BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK + D3DXVECTOR3 m_vKeyboardDirection; // Direction vector of keyboard input + POINT m_ptLastMousePosition; // Last absolute position of mouse cursor + bool m_bMouseLButtonDown; // True if left button is down + bool m_bMouseMButtonDown; // True if middle button is down + bool m_bMouseRButtonDown; // True if right button is down + int m_nCurrentButtonMask; // mask of which buttons are down + int m_nMouseWheelDelta; // Amount of middle wheel scroll (+/-) + D3DXVECTOR2 m_vMouseDelta; // Mouse relative delta smoothed over a few frames + float m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over + + D3DXVECTOR3 m_vDefaultEye; // Default camera eye position + D3DXVECTOR3 m_vDefaultLookAt; // Default LookAt position + D3DXVECTOR3 m_vEye; // Camera eye position + D3DXVECTOR3 m_vLookAt; // LookAt position + float m_fCameraYawAngle; // Yaw angle of camera + float m_fCameraPitchAngle; // Pitch angle of camera + + RECT m_rcDrag; // Rectangle within which a drag can be initiated. + D3DXVECTOR3 m_vVelocity; // Velocity of camera + bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant + D3DXVECTOR3 m_vVelocityDrag; // Velocity drag force + FLOAT m_fDragTimer; // Countdown timer to apply drag + FLOAT m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0 + D3DXVECTOR2 m_vRotVelocity; // Velocity of camera + + float m_fFOV; // Field of view + float m_fAspect; // Aspect ratio + float m_fNearPlane; // Near plane + float m_fFarPlane; // Far plane + + float m_fRotationScaler; // Scaler for rotation + float m_fMoveScaler; // Scaler for movement + + bool m_bInvertPitch; // Invert the pitch axis + bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model + bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis + + bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary + D3DXVECTOR3 m_vMinBoundary; // Min point in clip boundary + D3DXVECTOR3 m_vMaxBoundary; // Max point in clip boundary + + bool m_bResetCursorAfterMove;// If true, the class will reset the cursor position so that the cursor always has space to move +}; + + +//-------------------------------------------------------------------------------------- +// Simple first person camera class that moves and rotates. +// It allows yaw and pitch but not roll. It uses WM_KEYDOWN and +// GetCursorPos() to respond to keyboard and mouse input and updates the +// view matrix based on input. +//-------------------------------------------------------------------------------------- +class CFirstPersonCamera : public CBaseCamera +{ +public: + CFirstPersonCamera(); + + // Call these from client and use Get*Matrix() to read new matrices + virtual void FrameMove( FLOAT fElapsedTime ); + + // Functions to change behavior + void SetRotateButtons( bool bLeft, bool bMiddle, bool bRight, bool bRotateWithoutButtonDown = false ); + + // Functions to get state + D3DXMATRIX* GetWorldMatrix() + { + return &m_mCameraWorld; + } + + const D3DXVECTOR3* GetWorldRight() const + { + return ( D3DXVECTOR3* )&m_mCameraWorld._11; + } + const D3DXVECTOR3* GetWorldUp() const + { + return ( D3DXVECTOR3* )&m_mCameraWorld._21; + } + const D3DXVECTOR3* GetWorldAhead() const + { + return ( D3DXVECTOR3* )&m_mCameraWorld._31; + } + const D3DXVECTOR3* GetEyePt() const + { + return ( D3DXVECTOR3* )&m_mCameraWorld._41; + } + +protected: + D3DXMATRIX m_mCameraWorld; // World matrix of the camera (inverse of the view matrix) + + int m_nActiveButtonMask; // Mask to determine which button to enable for rotation + bool m_bRotateWithoutButtonDown; +}; + + +//-------------------------------------------------------------------------------------- +// Simple model viewing camera class that rotates around the object. +//-------------------------------------------------------------------------------------- +class CModelViewerCamera : public CBaseCamera +{ +public: + CModelViewerCamera(); + + // Call these from client and use Get*Matrix() to read new matrices + virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); + virtual void FrameMove( FLOAT fElapsedTime ); + + + // Functions to change behavior + virtual void SetDragRect( RECT& rc ); + void Reset(); + void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ); + void SetButtonMasks( int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, int nZoomButtonMask = MOUSE_WHEEL, + int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON ) + { + m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask; + m_nRotateCameraButtonMask = nRotateCameraButtonMask; + } + void SetAttachCameraToModel( bool bEnable = false ) + { + m_bAttachCameraToModel = bEnable; + } + void SetWindow( int nWidth, int nHeight, float fArcballRadius=0.9f ) + { + m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); + m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); + } + void SetRadius( float fDefaultRadius=5.0f, float fMinRadius=1.0f, float fMaxRadius=FLT_MAX ) + { + m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius; + m_bDragSinceLastUpdate = true; + } + void SetModelCenter( D3DXVECTOR3 vModelCenter ) + { + m_vModelCenter = vModelCenter; + } + void SetLimitPitch( bool bLimitPitch ) + { + m_bLimitPitch = bLimitPitch; + } + void SetViewQuat( D3DXQUATERNION q ) + { + m_ViewArcBall.SetQuatNow( q ); m_bDragSinceLastUpdate = true; + } + void SetWorldQuat( D3DXQUATERNION q ) + { + m_WorldArcBall.SetQuatNow( q ); m_bDragSinceLastUpdate = true; + } + + // Functions to get state + const D3DXMATRIX* GetWorldMatrix() const + { + return &m_mWorld; + } + void SetWorldMatrix( D3DXMATRIX& mWorld ) + { + m_mWorld = mWorld; m_bDragSinceLastUpdate = true; + } + +protected: + CD3DArcBall m_WorldArcBall; + CD3DArcBall m_ViewArcBall; + D3DXVECTOR3 m_vModelCenter; + D3DXMATRIX m_mModelLastRot; // Last arcball rotation matrix for model + D3DXMATRIX m_mModelRot; // Rotation matrix of model + D3DXMATRIX m_mWorld; // World matrix of model + + int m_nRotateModelButtonMask; + int m_nZoomButtonMask; + int m_nRotateCameraButtonMask; + + bool m_bAttachCameraToModel; + bool m_bLimitPitch; + float m_fRadius; // Distance from the camera to model + float m_fDefaultRadius; // Distance from the camera to model + float m_fMinRadius; // Min radius + float m_fMaxRadius; // Max radius + bool m_bDragSinceLastUpdate; // True if mouse drag has happened since last time FrameMove is called. + + D3DXMATRIX m_mCameraRotLast; + +}; + +//-------------------------------------------------------------------------------------- +// Manages the mesh, direction, mouse events of a directional arrow that +// rotates around a radius controlled by an arcball +//-------------------------------------------------------------------------------------- +class CDXUTDirectionWidget +{ +public: + CDXUTDirectionWidget(); + + static HRESULT WINAPI StaticOnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice ); + HRESULT OnD3D9ResetDevice( const D3DSURFACE_DESC* pBackBufferSurfaceDesc ); + HRESULT OnRender9( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, + const D3DXVECTOR3* pEyePt ); + LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); + static void WINAPI StaticOnD3D9LostDevice(); + static void WINAPI StaticOnD3D9DestroyDevice(); + + static HRESULT WINAPI StaticOnD3D11CreateDevice( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext ); + HRESULT OnRender11( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, + const D3DXVECTOR3* pEyePt ); + static void WINAPI StaticOnD3D11DestroyDevice(); + + D3DXVECTOR3 GetLightDirection() + { + return m_vCurrentDir; + }; + void SetLightDirection( D3DXVECTOR3 vDir ) + { + m_vDefaultDir = m_vCurrentDir = vDir; + }; + void SetButtonMask( int nRotate = MOUSE_RIGHT_BUTTON ) + { + m_nRotateMask = nRotate; + } + + float GetRadius() + { + return m_fRadius; + }; + void SetRadius( float fRadius ) + { + m_fRadius = fRadius; + }; + + bool IsBeingDragged() + { + return m_ArcBall.IsBeingDragged(); + }; + +protected: + HRESULT UpdateLightDir(); + + // D3D9 objects + static IDirect3DDevice9* s_pd3d9Device; + static ID3DXEffect* s_pD3D9Effect; + static ID3DXMesh* s_pD3D9Mesh; + static D3DXHANDLE s_hRenderWith1LightNoTexture; + static D3DXHANDLE s_hMaterialDiffuseColor; + static D3DXHANDLE s_hLightDir; + static D3DXHANDLE s_hWorldViewProjection; + static D3DXHANDLE s_hWorld; + + // D3D10 objects + //static ID3D10Device* s_pd3d10Device; + //static ID3D10Effect* s_pD3D10Effect; + //TODO: add some sort of d3d10 mesh object here + //static ID3D10InputLayout* s_pVertexLayout; + //static ID3D10EffectTechnique* s_pRenderTech; + //static ID3D10EffectVectorVariable* g_pMaterialDiffuseColor; + //static ID3D10EffectVectorVariable* g_pLightDir; + //static ID3D10EffectMatrixVariable* g_pmWorld; + //static ID3D10EffectMatrixVariable* g_pmWorldViewProjection; + + D3DXMATRIXA16 m_mRot; + D3DXMATRIXA16 m_mRotSnapshot; + float m_fRadius; + int m_nRotateMask; + CD3DArcBall m_ArcBall; + D3DXVECTOR3 m_vDefaultDir; + D3DXVECTOR3 m_vCurrentDir; + D3DXMATRIX m_mView; +}; + + + +#endif |