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authorDave Clark <[email protected]>2018-02-28 17:22:22 -0500
committerDave Clark <[email protected]>2018-02-28 17:22:22 -0500
commit25528fd230f5f4298c35123a833cdb112675808e (patch)
treef5aca3f5ee5a7734df41e7b974a04c37ddff528e /samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h
parentPush GfeSDK #173 (diff)
downloadgfesdk-25528fd230f5f4298c35123a833cdb112675808e.tar.xz
gfesdk-25528fd230f5f4298c35123a833cdb112675808e.zip
Push SDK # 1.1.186
Documentation updates.
Diffstat (limited to 'samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h')
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diff --git a/samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h b/samples/DX_APIUsage/DXUT/Optional/DXUTcamera.h
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+//--------------------------------------------------------------------------------------
+// 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