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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