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-rw-r--r--test/d3d11/common/DXUTcamera.cpp1525
1 files changed, 0 insertions, 1525 deletions
diff --git a/test/d3d11/common/DXUTcamera.cpp b/test/d3d11/common/DXUTcamera.cpp
deleted file mode 100644
index 05cd589..0000000
--- a/test/d3d11/common/DXUTcamera.cpp
+++ /dev/null
@@ -1,1525 +0,0 @@
-//--------------------------------------------------------------------------------------
-// File: DXUTcamera.cpp
-//
-// Copyright (c) Microsoft Corporation. All rights reserved
-//--------------------------------------------------------------------------------------
-#include "DXUT.h"
-#include "DXUTcamera.h"
-#include "DXUTres.h"
-#undef min // use __min instead
-#undef max // use __max instead
-
-//--------------------------------------------------------------------------------------
-CD3DArcBall::CD3DArcBall()
-{
- Reset();
- m_vDownPt = D3DXVECTOR3( 0, 0, 0 );
- m_vCurrentPt = D3DXVECTOR3( 0, 0, 0 );
- m_Offset.x = m_Offset.y = 0;
-
- RECT rc;
- GetClientRect( GetForegroundWindow(), &rc );
- SetWindow( rc.right, rc.bottom );
-}
-
-
-
-
-
-//--------------------------------------------------------------------------------------
-void CD3DArcBall::Reset()
-{
- D3DXQuaternionIdentity( &m_qDown );
- D3DXQuaternionIdentity( &m_qNow );
- D3DXMatrixIdentity( &m_mRotation );
- D3DXMatrixIdentity( &m_mTranslation );
- D3DXMatrixIdentity( &m_mTranslationDelta );
- m_bDrag = FALSE;
- m_fRadiusTranslation = 1.0f;
- m_fRadius = 1.0f;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-D3DXVECTOR3 CD3DArcBall::ScreenToVector( float fScreenPtX, float fScreenPtY )
-{
- // Scale to screen
- FLOAT x = -( fScreenPtX - m_Offset.x - m_nWidth / 2 ) / ( m_fRadius * m_nWidth / 2 );
- FLOAT y = ( fScreenPtY - m_Offset.y - m_nHeight / 2 ) / ( m_fRadius * m_nHeight / 2 );
-
- 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 );
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-D3DXQUATERNION CD3DArcBall::QuatFromBallPoints( const D3DXVECTOR3& vFrom, const D3DXVECTOR3& vTo )
-{
- D3DXVECTOR3 vPart;
- float fDot = D3DXVec3Dot( &vFrom, &vTo );
- D3DXVec3Cross( &vPart, &vFrom, &vTo );
-
- return D3DXQUATERNION( vPart.x, vPart.y, vPart.z, fDot );
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-void CD3DArcBall::OnBegin( int nX, int nY )
-{
- // Only enter the drag state if the click falls
- // inside the click rectangle.
- if( nX >= m_Offset.x &&
- nX < m_Offset.x + m_nWidth &&
- nY >= m_Offset.y &&
- nY < m_Offset.y + m_nHeight )
- {
- m_bDrag = true;
- m_qDown = m_qNow;
- m_vDownPt = ScreenToVector( ( float )nX, ( float )nY );
- }
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-void CD3DArcBall::OnMove( int nX, int nY )
-{
- if( m_bDrag )
- {
- m_vCurrentPt = ScreenToVector( ( float )nX, ( float )nY );
- m_qNow = m_qDown * QuatFromBallPoints( m_vDownPt, m_vCurrentPt );
- }
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-void CD3DArcBall::OnEnd()
-{
- m_bDrag = false;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Desc:
-//--------------------------------------------------------------------------------------
-LRESULT CD3DArcBall::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
-{
- // Current mouse position
- int iMouseX = ( short )LOWORD( lParam );
- int iMouseY = ( short )HIWORD( lParam );
-
- switch( uMsg )
- {
- case WM_LBUTTONDOWN:
- case WM_LBUTTONDBLCLK:
- SetCapture( hWnd );
- OnBegin( iMouseX, iMouseY );
- return TRUE;
-
- case WM_LBUTTONUP:
- ReleaseCapture();
- OnEnd();
- return TRUE;
- case WM_CAPTURECHANGED:
- if( ( HWND )lParam != hWnd )
- {
- ReleaseCapture();
- OnEnd();
- }
- return TRUE;
-
- case WM_RBUTTONDOWN:
- case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN:
- case WM_MBUTTONDBLCLK:
- SetCapture( hWnd );
- // Store off the position of the cursor when the button is pressed
- m_ptLastMouse.x = iMouseX;
- m_ptLastMouse.y = iMouseY;
- return TRUE;
-
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- ReleaseCapture();
- return TRUE;
-
- case WM_MOUSEMOVE:
- if( MK_LBUTTON & wParam )
- {
- OnMove( iMouseX, iMouseY );
- }
- else if( ( MK_RBUTTON & wParam ) || ( MK_MBUTTON & wParam ) )
- {
- // Normalize based on size of window and bounding sphere radius
- FLOAT fDeltaX = ( m_ptLastMouse.x - iMouseX ) * m_fRadiusTranslation / m_nWidth;
- FLOAT fDeltaY = ( m_ptLastMouse.y - iMouseY ) * m_fRadiusTranslation / m_nHeight;
-
- if( wParam & MK_RBUTTON )
- {
- D3DXMatrixTranslation( &m_mTranslationDelta, -2 * fDeltaX, 2 * fDeltaY, 0.0f );
- D3DXMatrixMultiply( &m_mTranslation, &m_mTranslation, &m_mTranslationDelta );
- }
- else // wParam & MK_MBUTTON
- {
- D3DXMatrixTranslation( &m_mTranslationDelta, 0.0f, 0.0f, 5 * fDeltaY );
- D3DXMatrixMultiply( &m_mTranslation, &m_mTranslation, &m_mTranslationDelta );
- }
-
- // Store mouse coordinate
- m_ptLastMouse.x = iMouseX;
- m_ptLastMouse.y = iMouseY;
- }
- return TRUE;
- }
-
- return FALSE;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Constructor
-//--------------------------------------------------------------------------------------
-CBaseCamera::CBaseCamera()
-{
- m_cKeysDown = 0;
- ZeroMemory( m_aKeys, sizeof( BYTE ) * CAM_MAX_KEYS );
- ZeroMemory( m_GamePad, sizeof( DXUT_GAMEPAD ) * DXUT_MAX_CONTROLLERS );
-
- // Set attributes for the view matrix
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
-
- // Setup the view matrix
- SetViewParams( &vEyePt, &vLookatPt );
-
- // Setup the projection matrix
- SetProjParams( D3DX_PI / 4, 1.0f, 1.0f, 1000.0f );
-
- GetCursorPos( &m_ptLastMousePosition );
- m_bMouseLButtonDown = false;
- m_bMouseMButtonDown = false;
- m_bMouseRButtonDown = false;
- m_nCurrentButtonMask = 0;
- m_nMouseWheelDelta = 0;
-
- m_fCameraYawAngle = 0.0f;
- m_fCameraPitchAngle = 0.0f;
-
- SetRect( &m_rcDrag, LONG_MIN, LONG_MIN, LONG_MAX, LONG_MAX );
- m_vVelocity = D3DXVECTOR3( 0, 0, 0 );
- m_bMovementDrag = false;
- m_vVelocityDrag = D3DXVECTOR3( 0, 0, 0 );
- m_fDragTimer = 0.0f;
- m_fTotalDragTimeToZero = 0.25;
- m_vRotVelocity = D3DXVECTOR2( 0, 0 );
-
- m_fRotationScaler = 0.01f;
- m_fMoveScaler = 5.0f;
-
- m_bInvertPitch = false;
- m_bEnableYAxisMovement = true;
- m_bEnablePositionMovement = true;
-
- m_vMouseDelta = D3DXVECTOR2( 0, 0 );
- m_fFramesToSmoothMouseData = 2.0f;
-
- m_bClipToBoundary = false;
- m_vMinBoundary = D3DXVECTOR3( -1, -1, -1 );
- m_vMaxBoundary = D3DXVECTOR3( 1, 1, 1 );
-
- m_bResetCursorAfterMove = false;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Client can call this to change the position and direction of camera
-//--------------------------------------------------------------------------------------
-VOID CBaseCamera::SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt )
-{
- if( NULL == pvEyePt || NULL == pvLookatPt )
- return;
-
- m_vDefaultEye = m_vEye = *pvEyePt;
- m_vDefaultLookAt = m_vLookAt = *pvLookatPt;
-
- // Calc the view matrix
- D3DXVECTOR3 vUp( 0,1,0 );
- D3DXMatrixLookAtLH( &m_mView, pvEyePt, pvLookatPt, &vUp );
-
- D3DXMATRIX mInvView;
- D3DXMatrixInverse( &mInvView, NULL, &m_mView );
-
- // The axis basis vectors and camera position are stored inside the
- // position matrix in the 4 rows of the camera's world matrix.
- // To figure out the yaw/pitch of the camera, we just need the Z basis vector
- D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&mInvView._31;
-
- m_fCameraYawAngle = atan2f( pZBasis->x, pZBasis->z );
- float fLen = sqrtf( pZBasis->z * pZBasis->z + pZBasis->x * pZBasis->x );
- m_fCameraPitchAngle = -atan2f( pZBasis->y, fLen );
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Calculates the projection matrix based on input params
-//--------------------------------------------------------------------------------------
-VOID CBaseCamera::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_mProj, fFOV, fAspect, fNearPlane, fFarPlane );
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Call this from your message proc so this class can handle window messages
-//--------------------------------------------------------------------------------------
-LRESULT CBaseCamera::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
-{
- UNREFERENCED_PARAMETER( hWnd );
- UNREFERENCED_PARAMETER( lParam );
-
- switch( uMsg )
- {
- case WM_KEYDOWN:
- {
- // Map this key to a D3DUtil_CameraKeys enum and update the
- // state of m_aKeys[] by adding the KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK mask
- // only if the key is not down
- D3DUtil_CameraKeys mappedKey = MapKey( ( UINT )wParam );
- if( mappedKey != CAM_UNKNOWN )
- {
- if( FALSE == IsKeyDown( m_aKeys[mappedKey] ) )
- {
- m_aKeys[ mappedKey ] = KEY_WAS_DOWN_MASK | KEY_IS_DOWN_MASK;
- ++m_cKeysDown;
- }
- }
- break;
- }
-
- case WM_KEYUP:
- {
- // Map this key to a D3DUtil_CameraKeys enum and update the
- // state of m_aKeys[] by removing the KEY_IS_DOWN_MASK mask.
- D3DUtil_CameraKeys mappedKey = MapKey( ( UINT )wParam );
- if( mappedKey != CAM_UNKNOWN && ( DWORD )mappedKey < 8 )
- {
- m_aKeys[ mappedKey ] &= ~KEY_IS_DOWN_MASK;
- --m_cKeysDown;
- }
- break;
- }
-
- case WM_RBUTTONDOWN:
- case WM_MBUTTONDOWN:
- case WM_LBUTTONDOWN:
- case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDBLCLK:
- case WM_LBUTTONDBLCLK:
- {
- // Compute the drag rectangle in screen coord.
- POINT ptCursor =
- {
- ( short )LOWORD( lParam ), ( short )HIWORD( lParam )
- };
-
- // Update member var state
- if( ( uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK ) && PtInRect( &m_rcDrag, ptCursor ) )
- {
- m_bMouseLButtonDown = true; m_nCurrentButtonMask |= MOUSE_LEFT_BUTTON;
- }
- if( ( uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK ) && PtInRect( &m_rcDrag, ptCursor ) )
- {
- m_bMouseMButtonDown = true; m_nCurrentButtonMask |= MOUSE_MIDDLE_BUTTON;
- }
- if( ( uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK ) && PtInRect( &m_rcDrag, ptCursor ) )
- {
- m_bMouseRButtonDown = true; m_nCurrentButtonMask |= MOUSE_RIGHT_BUTTON;
- }
-
- // Capture the mouse, so if the mouse button is
- // released outside the window, we'll get the WM_LBUTTONUP message
- SetCapture( hWnd );
- GetCursorPos( &m_ptLastMousePosition );
- return TRUE;
- }
-
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- case WM_LBUTTONUP:
- {
- // Update member var state
- if( uMsg == WM_LBUTTONUP )
- {
- m_bMouseLButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_LEFT_BUTTON;
- }
- if( uMsg == WM_MBUTTONUP )
- {
- m_bMouseMButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_MIDDLE_BUTTON;
- }
- if( uMsg == WM_RBUTTONUP )
- {
- m_bMouseRButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_RIGHT_BUTTON;
- }
-
- // Release the capture if no mouse buttons down
- if( !m_bMouseLButtonDown &&
- !m_bMouseRButtonDown &&
- !m_bMouseMButtonDown )
- {
- ReleaseCapture();
- }
- break;
- }
-
- case WM_CAPTURECHANGED:
- {
- if( ( HWND )lParam != hWnd )
- {
- if( ( m_nCurrentButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( m_nCurrentButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( m_nCurrentButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- m_bMouseLButtonDown = false;
- m_bMouseMButtonDown = false;
- m_bMouseRButtonDown = false;
- m_nCurrentButtonMask &= ~MOUSE_LEFT_BUTTON;
- m_nCurrentButtonMask &= ~MOUSE_MIDDLE_BUTTON;
- m_nCurrentButtonMask &= ~MOUSE_RIGHT_BUTTON;
- ReleaseCapture();
- }
- }
- break;
- }
-
- case WM_MOUSEWHEEL:
- // Update member var state
- m_nMouseWheelDelta += ( short )HIWORD( wParam );
- break;
- }
-
- return FALSE;
-}
-
-//--------------------------------------------------------------------------------------
-// Figure out the velocity based on keyboard input & drag if any
-//--------------------------------------------------------------------------------------
-void CBaseCamera::GetInput( bool bGetKeyboardInput, bool bGetMouseInput, bool bGetGamepadInput,
- bool bResetCursorAfterMove )
-{
- m_vKeyboardDirection = D3DXVECTOR3( 0, 0, 0 );
- if( bGetKeyboardInput )
- {
- // Update acceleration vector based on keyboard state
- if( IsKeyDown( m_aKeys[CAM_MOVE_FORWARD] ) )
- m_vKeyboardDirection.z += 1.0f;
- if( IsKeyDown( m_aKeys[CAM_MOVE_BACKWARD] ) )
- m_vKeyboardDirection.z -= 1.0f;
- if( m_bEnableYAxisMovement )
- {
- if( IsKeyDown( m_aKeys[CAM_MOVE_UP] ) )
- m_vKeyboardDirection.y += 1.0f;
- if( IsKeyDown( m_aKeys[CAM_MOVE_DOWN] ) )
- m_vKeyboardDirection.y -= 1.0f;
- }
- if( IsKeyDown( m_aKeys[CAM_STRAFE_RIGHT] ) )
- m_vKeyboardDirection.x += 1.0f;
- if( IsKeyDown( m_aKeys[CAM_STRAFE_LEFT] ) )
- m_vKeyboardDirection.x -= 1.0f;
- }
-
- if( bGetMouseInput )
- {
- UpdateMouseDelta();
- }
-
- if( bGetGamepadInput )
- {
- m_vGamePadLeftThumb = D3DXVECTOR3( 0, 0, 0 );
- m_vGamePadRightThumb = D3DXVECTOR3( 0, 0, 0 );
-
- // Get controller state
- for( DWORD iUserIndex = 0; iUserIndex < DXUT_MAX_CONTROLLERS; iUserIndex++ )
- {
- DXUTGetGamepadState( iUserIndex, &m_GamePad[iUserIndex], true, true );
-
- // Mark time if the controller is in a non-zero state
- if( m_GamePad[iUserIndex].wButtons ||
- m_GamePad[iUserIndex].sThumbLX || m_GamePad[iUserIndex].sThumbLX ||
- m_GamePad[iUserIndex].sThumbRX || m_GamePad[iUserIndex].sThumbRY ||
- m_GamePad[iUserIndex].bLeftTrigger || m_GamePad[iUserIndex].bRightTrigger )
- {
- m_GamePadLastActive[iUserIndex] = DXUTGetTime();
- }
- }
-
- // Find out which controller was non-zero last
- int iMostRecentlyActive = -1;
- double fMostRecentlyActiveTime = 0.0f;
- for( DWORD iUserIndex = 0; iUserIndex < DXUT_MAX_CONTROLLERS; iUserIndex++ )
- {
- if( m_GamePadLastActive[iUserIndex] > fMostRecentlyActiveTime )
- {
- fMostRecentlyActiveTime = m_GamePadLastActive[iUserIndex];
- iMostRecentlyActive = iUserIndex;
- }
- }
-
- // Use the most recent non-zero controller if its connected
- if( iMostRecentlyActive >= 0 && m_GamePad[iMostRecentlyActive].bConnected )
- {
- m_vGamePadLeftThumb.x = m_GamePad[iMostRecentlyActive].fThumbLX;
- m_vGamePadLeftThumb.y = 0.0f;
- m_vGamePadLeftThumb.z = m_GamePad[iMostRecentlyActive].fThumbLY;
-
- m_vGamePadRightThumb.x = m_GamePad[iMostRecentlyActive].fThumbRX;
- m_vGamePadRightThumb.y = 0.0f;
- m_vGamePadRightThumb.z = m_GamePad[iMostRecentlyActive].fThumbRY;
- }
- }
-}
-
-
-//--------------------------------------------------------------------------------------
-// Figure out the mouse delta based on mouse movement
-//--------------------------------------------------------------------------------------
-void CBaseCamera::UpdateMouseDelta()
-{
- POINT ptCurMouseDelta;
- POINT ptCurMousePos;
-
- // Get current position of mouse
- GetCursorPos( &ptCurMousePos );
-
- // Calc how far it's moved since last frame
- ptCurMouseDelta.x = ptCurMousePos.x - m_ptLastMousePosition.x;
- ptCurMouseDelta.y = ptCurMousePos.y - m_ptLastMousePosition.y;
-
- // Record current position for next time
- m_ptLastMousePosition = ptCurMousePos;
-
- if( m_bResetCursorAfterMove && DXUTIsActive() )
- {
- // Set position of camera to center of desktop,
- // so it always has room to move. This is very useful
- // if the cursor is hidden. If this isn't done and cursor is hidden,
- // then invisible cursor will hit the edge of the screen
- // and the user can't tell what happened
- POINT ptCenter;
-
- // Get the center of the current monitor
- MONITORINFO mi;
- mi.cbSize = sizeof( MONITORINFO );
- DXUTGetMonitorInfo( DXUTMonitorFromWindow( DXUTGetHWND(), MONITOR_DEFAULTTONEAREST ), &mi );
- ptCenter.x = ( mi.rcMonitor.left + mi.rcMonitor.right ) / 2;
- ptCenter.y = ( mi.rcMonitor.top + mi.rcMonitor.bottom ) / 2;
- SetCursorPos( ptCenter.x, ptCenter.y );
- m_ptLastMousePosition = ptCenter;
- }
-
- // Smooth the relative mouse data over a few frames so it isn't
- // jerky when moving slowly at low frame rates.
- float fPercentOfNew = 1.0f / m_fFramesToSmoothMouseData;
- float fPercentOfOld = 1.0f - fPercentOfNew;
- m_vMouseDelta.x = m_vMouseDelta.x * fPercentOfOld + ptCurMouseDelta.x * fPercentOfNew;
- m_vMouseDelta.y = m_vMouseDelta.y * fPercentOfOld + ptCurMouseDelta.y * fPercentOfNew;
-
- m_vRotVelocity = m_vMouseDelta * m_fRotationScaler;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Figure out the velocity based on keyboard input & drag if any
-//--------------------------------------------------------------------------------------
-void CBaseCamera::UpdateVelocity( float fElapsedTime )
-{
- D3DXMATRIX mRotDelta;
- D3DXVECTOR2 vGamePadRightThumb = D3DXVECTOR2( m_vGamePadRightThumb.x, -m_vGamePadRightThumb.z );
- m_vRotVelocity = m_vMouseDelta * m_fRotationScaler + vGamePadRightThumb * 0.02f;
-
- D3DXVECTOR3 vAccel = m_vKeyboardDirection + m_vGamePadLeftThumb;
-
- // Normalize vector so if moving 2 dirs (left & forward),
- // the camera doesn't move faster than if moving in 1 dir
- D3DXVec3Normalize( &vAccel, &vAccel );
-
- // Scale the acceleration vector
- vAccel *= m_fMoveScaler;
-
- if( m_bMovementDrag )
- {
- // Is there any acceleration this frame?
- if( D3DXVec3LengthSq( &vAccel ) > 0 )
- {
- // If so, then this means the user has pressed a movement key\
- // so change the velocity immediately to acceleration
- // upon keyboard input. This isn't normal physics
- // but it will give a quick response to keyboard input
- m_vVelocity = vAccel;
- m_fDragTimer = m_fTotalDragTimeToZero;
- m_vVelocityDrag = vAccel / m_fDragTimer;
- }
- else
- {
- // If no key being pressed, then slowly decrease velocity to 0
- if( m_fDragTimer > 0 )
- {
- // Drag until timer is <= 0
- m_vVelocity -= m_vVelocityDrag * fElapsedTime;
- m_fDragTimer -= fElapsedTime;
- }
- else
- {
- // Zero velocity
- m_vVelocity = D3DXVECTOR3( 0, 0, 0 );
- }
- }
- }
- else
- {
- // No drag, so immediately change the velocity
- m_vVelocity = vAccel;
- }
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Clamps pV to lie inside m_vMinBoundary & m_vMaxBoundary
-//--------------------------------------------------------------------------------------
-void CBaseCamera::ConstrainToBoundary( D3DXVECTOR3* pV )
-{
- // Constrain vector to a bounding box
- pV->x = __max( pV->x, m_vMinBoundary.x );
- pV->y = __max( pV->y, m_vMinBoundary.y );
- pV->z = __max( pV->z, m_vMinBoundary.z );
-
- pV->x = __min( pV->x, m_vMaxBoundary.x );
- pV->y = __min( pV->y, m_vMaxBoundary.y );
- pV->z = __min( pV->z, m_vMaxBoundary.z );
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Maps a windows virtual key to an enum
-//--------------------------------------------------------------------------------------
-D3DUtil_CameraKeys CBaseCamera::MapKey( UINT nKey )
-{
- // This could be upgraded to a method that's user-definable but for
- // simplicity, we'll use a hardcoded mapping.
- switch( nKey )
- {
- case VK_CONTROL:
- return CAM_CONTROLDOWN;
- case VK_LEFT:
- return CAM_STRAFE_LEFT;
- case VK_RIGHT:
- return CAM_STRAFE_RIGHT;
- case VK_UP:
- return CAM_MOVE_FORWARD;
- case VK_DOWN:
- return CAM_MOVE_BACKWARD;
- case VK_PRIOR:
- return CAM_MOVE_UP; // pgup
- case VK_NEXT:
- return CAM_MOVE_DOWN; // pgdn
-
- case 'A':
- return CAM_STRAFE_LEFT;
- case 'D':
- return CAM_STRAFE_RIGHT;
- case 'W':
- return CAM_MOVE_FORWARD;
- case 'S':
- return CAM_MOVE_BACKWARD;
- case 'Q':
- return CAM_MOVE_DOWN;
- case 'E':
- return CAM_MOVE_UP;
-
- case VK_NUMPAD4:
- return CAM_STRAFE_LEFT;
- case VK_NUMPAD6:
- return CAM_STRAFE_RIGHT;
- case VK_NUMPAD8:
- return CAM_MOVE_FORWARD;
- case VK_NUMPAD2:
- return CAM_MOVE_BACKWARD;
- case VK_NUMPAD9:
- return CAM_MOVE_UP;
- case VK_NUMPAD3:
- return CAM_MOVE_DOWN;
-
- case VK_HOME:
- return CAM_RESET;
- }
-
- return CAM_UNKNOWN;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Reset the camera's position back to the default
-//--------------------------------------------------------------------------------------
-VOID CBaseCamera::Reset()
-{
- SetViewParams( &m_vDefaultEye, &m_vDefaultLookAt );
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Constructor
-//--------------------------------------------------------------------------------------
-CFirstPersonCamera::CFirstPersonCamera() : m_nActiveButtonMask( 0x07 )
-{
- m_bRotateWithoutButtonDown = false;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Update the view matrix based on user input & elapsed time
-//--------------------------------------------------------------------------------------
-VOID CFirstPersonCamera::FrameMove( FLOAT fElapsedTime )
-{
- if( DXUTGetGlobalTimer()->IsStopped() ) {
- if (DXUTGetFPS() == 0.0f) fElapsedTime = 0;
- else fElapsedTime = 1.0f / DXUTGetFPS();
- }
-
- if( IsKeyDown( m_aKeys[CAM_RESET] ) )
- Reset();
-
- // Get keyboard/mouse/gamepad input
- GetInput( m_bEnablePositionMovement, ( m_nActiveButtonMask & m_nCurrentButtonMask ) || m_bRotateWithoutButtonDown,
- true, m_bResetCursorAfterMove );
-
- //// Get the mouse movement (if any) if the mouse button are down
- //if( (m_nActiveButtonMask & m_nCurrentButtonMask) || m_bRotateWithoutButtonDown )
- // UpdateMouseDelta( fElapsedTime );
-
- // Get amount of velocity based on the keyboard input and drag (if any)
- UpdateVelocity( fElapsedTime );
-
- // Simple euler method to calculate position delta
- D3DXVECTOR3 vPosDelta = m_vVelocity * fElapsedTime;
-
- // If rotating the camera
- if( ( m_nActiveButtonMask & m_nCurrentButtonMask ) ||
- m_bRotateWithoutButtonDown ||
- m_vGamePadRightThumb.x != 0 ||
- m_vGamePadRightThumb.z != 0 )
- {
- // Update the pitch & yaw angle based on mouse movement
- float fYawDelta = m_vRotVelocity.x;
- float fPitchDelta = m_vRotVelocity.y;
-
- // Invert pitch if requested
- if( m_bInvertPitch )
- fPitchDelta = -fPitchDelta;
-
- m_fCameraPitchAngle += fPitchDelta;
- m_fCameraYawAngle += fYawDelta;
-
- // Limit pitch to straight up or straight down
- m_fCameraPitchAngle = __max( -D3DX_PI / 2.0f, m_fCameraPitchAngle );
- m_fCameraPitchAngle = __min( +D3DX_PI / 2.0f, m_fCameraPitchAngle );
- }
-
- // Make a rotation matrix based on the camera's yaw & pitch
- D3DXMATRIX mCameraRot;
- D3DXMatrixRotationYawPitchRoll( &mCameraRot, m_fCameraYawAngle, m_fCameraPitchAngle, 0 );
-
- // Transform vectors based on camera's rotation matrix
- D3DXVECTOR3 vWorldUp, vWorldAhead;
- D3DXVECTOR3 vLocalUp = D3DXVECTOR3( 0, 1, 0 );
- D3DXVECTOR3 vLocalAhead = D3DXVECTOR3( 0, 0, 1 );
- D3DXVec3TransformCoord( &vWorldUp, &vLocalUp, &mCameraRot );
- D3DXVec3TransformCoord( &vWorldAhead, &vLocalAhead, &mCameraRot );
-
- // Transform the position delta by the camera's rotation
- D3DXVECTOR3 vPosDeltaWorld;
- if( !m_bEnableYAxisMovement )
- {
- // If restricting Y movement, do not include pitch
- // when transforming position delta vector.
- D3DXMatrixRotationYawPitchRoll( &mCameraRot, m_fCameraYawAngle, 0.0f, 0.0f );
- }
- D3DXVec3TransformCoord( &vPosDeltaWorld, &vPosDelta, &mCameraRot );
-
- // Move the eye position
- m_vEye += vPosDeltaWorld;
- if( m_bClipToBoundary )
- ConstrainToBoundary( &m_vEye );
-
- // Update the lookAt position based on the eye position
- m_vLookAt = m_vEye + vWorldAhead;
-
- // Update the view matrix
- D3DXMatrixLookAtLH( &m_mView, &m_vEye, &m_vLookAt, &vWorldUp );
-
- D3DXMatrixInverse( &m_mCameraWorld, NULL, &m_mView );
-}
-
-
-//--------------------------------------------------------------------------------------
-// Enable or disable each of the mouse buttons for rotation drag.
-//--------------------------------------------------------------------------------------
-void CFirstPersonCamera::SetRotateButtons( bool bLeft, bool bMiddle, bool bRight, bool bRotateWithoutButtonDown )
-{
- m_nActiveButtonMask = ( bLeft ? MOUSE_LEFT_BUTTON : 0 ) |
- ( bMiddle ? MOUSE_MIDDLE_BUTTON : 0 ) |
- ( bRight ? MOUSE_RIGHT_BUTTON : 0 );
- m_bRotateWithoutButtonDown = bRotateWithoutButtonDown;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Constructor
-//--------------------------------------------------------------------------------------
-CModelViewerCamera::CModelViewerCamera()
-{
- D3DXMatrixIdentity( &m_mWorld );
- D3DXMatrixIdentity( &m_mModelRot );
- D3DXMatrixIdentity( &m_mModelLastRot );
- D3DXMatrixIdentity( &m_mCameraRotLast );
- m_vModelCenter = D3DXVECTOR3( 0, 0, 0 );
- m_fRadius = 5.0f;
- m_fDefaultRadius = 5.0f;
- m_fMinRadius = 1.0f;
- m_fMaxRadius = FLT_MAX;
- m_bLimitPitch = false;
- m_bEnablePositionMovement = false;
- m_bAttachCameraToModel = false;
-
- m_nRotateModelButtonMask = MOUSE_LEFT_BUTTON;
- m_nZoomButtonMask = MOUSE_WHEEL;
- m_nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON;
- m_bDragSinceLastUpdate = true;
-}
-
-
-
-
-//--------------------------------------------------------------------------------------
-// Update the view matrix & the model's world matrix based
-// on user input & elapsed time
-//--------------------------------------------------------------------------------------
-VOID CModelViewerCamera::FrameMove( FLOAT fElapsedTime )
-{
- if( IsKeyDown( m_aKeys[CAM_RESET] ) )
- Reset();
-
- // If no dragged has happend since last time FrameMove is called,
- // and no camera key is held down, then no need to handle again.
- if( !m_bDragSinceLastUpdate && 0 == m_cKeysDown )
- return;
- m_bDragSinceLastUpdate = false;
-
- //// If no mouse button is held down,
- //// Get the mouse movement (if any) if the mouse button are down
- //if( m_nCurrentButtonMask != 0 )
- // UpdateMouseDelta( fElapsedTime );
-
- GetInput( m_bEnablePositionMovement, m_nCurrentButtonMask != 0, true, false );
-
- // Get amount of velocity based on the keyboard input and drag (if any)
- UpdateVelocity( fElapsedTime );
-
- // Simple euler method to calculate position delta
- D3DXVECTOR3 vPosDelta = m_vVelocity * fElapsedTime;
-
- // Change the radius from the camera to the model based on wheel scrolling
- if( m_nMouseWheelDelta && m_nZoomButtonMask == MOUSE_WHEEL )
- m_fRadius -= m_nMouseWheelDelta * m_fRadius * 0.1f / 120.0f;
- m_fRadius = __min( m_fMaxRadius, m_fRadius );
- m_fRadius = __max( m_fMinRadius, m_fRadius );
- m_nMouseWheelDelta = 0;
-
- // Get the inverse of the arcball's rotation matrix
- D3DXMATRIX mCameraRot;
- D3DXMatrixInverse( &mCameraRot, NULL, m_ViewArcBall.GetRotationMatrix() );
-
- // Transform vectors based on camera's rotation matrix
- D3DXVECTOR3 vWorldUp, vWorldAhead;
- D3DXVECTOR3 vLocalUp = D3DXVECTOR3( 0, 1, 0 );
- D3DXVECTOR3 vLocalAhead = D3DXVECTOR3( 0, 0, 1 );
- D3DXVec3TransformCoord( &vWorldUp, &vLocalUp, &mCameraRot );
- D3DXVec3TransformCoord( &vWorldAhead, &vLocalAhead, &mCameraRot );
-
- // Transform the position delta by the camera's rotation
- D3DXVECTOR3 vPosDeltaWorld;
- D3DXVec3TransformCoord( &vPosDeltaWorld, &vPosDelta, &mCameraRot );
-
- // Move the lookAt position
- m_vLookAt += vPosDeltaWorld;
- if( m_bClipToBoundary )
- ConstrainToBoundary( &m_vLookAt );
-
- // Update the eye point based on a radius away from the lookAt position
- m_vEye = m_vLookAt - vWorldAhead * m_fRadius;
-
- // Update the view matrix
- D3DXMatrixLookAtLH( &m_mView, &m_vEye, &m_vLookAt, &vWorldUp );
-
- D3DXMATRIX mInvView;
- D3DXMatrixInverse( &mInvView, NULL, &m_mView );
- mInvView._41 = mInvView._42 = mInvView._43 = 0;
-
- D3DXMATRIX mModelLastRotInv;
- D3DXMatrixInverse( &mModelLastRotInv, NULL, &m_mModelLastRot );
-
- // Accumulate the delta of the arcball's rotation in view space.
- // Note that per-frame delta rotations could be problematic over long periods of time.
- D3DXMATRIX mModelRot;
- mModelRot = *m_WorldArcBall.GetRotationMatrix();
- m_mModelRot *= m_mView * mModelLastRotInv * mModelRot * mInvView;
-
- if( m_ViewArcBall.IsBeingDragged() && m_bAttachCameraToModel && !IsKeyDown( m_aKeys[CAM_CONTROLDOWN] ) )
- {
- // Attach camera to model by inverse of the model rotation
- D3DXMATRIX mCameraLastRotInv;
- D3DXMatrixInverse( &mCameraLastRotInv, NULL, &m_mCameraRotLast );
- D3DXMATRIX mCameraRotDelta = mCameraLastRotInv * mCameraRot; // local to world matrix
- m_mModelRot *= mCameraRotDelta;
- }
- m_mCameraRotLast = mCameraRot;
-
- m_mModelLastRot = mModelRot;
-
- // Since we're accumulating delta rotations, we need to orthonormalize
- // the matrix to prevent eventual matrix skew
- D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mModelRot._11;
- D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mModelRot._21;
- D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mModelRot._31;
- D3DXVec3Normalize( pXBasis, pXBasis );
- D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
- D3DXVec3Normalize( pYBasis, pYBasis );
- D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
-
- // Translate the rotation matrix to the same position as the lookAt position
- m_mModelRot._41 = m_vLookAt.x;
- m_mModelRot._42 = m_vLookAt.y;
- m_mModelRot._43 = m_vLookAt.z;
-
- // Translate world matrix so its at the center of the model
- D3DXMATRIX mTrans;
- D3DXMatrixTranslation( &mTrans, -m_vModelCenter.x, -m_vModelCenter.y, -m_vModelCenter.z );
- m_mWorld = mTrans * m_mModelRot;
-}
-
-
-void CModelViewerCamera::SetDragRect( RECT& rc )
-{
- CBaseCamera::SetDragRect( rc );
-
- m_WorldArcBall.SetOffset( rc.left, rc.top );
- m_ViewArcBall.SetOffset( rc.left, rc.top );
- SetWindow( rc.right - rc.left, rc.bottom - rc.top );
-}
-
-
-//--------------------------------------------------------------------------------------
-// Reset the camera's position back to the default
-//--------------------------------------------------------------------------------------
-VOID CModelViewerCamera::Reset()
-{
- CBaseCamera::Reset();
-
- D3DXMatrixIdentity( &m_mWorld );
- D3DXMatrixIdentity( &m_mModelRot );
- D3DXMatrixIdentity( &m_mModelLastRot );
- D3DXMatrixIdentity( &m_mCameraRotLast );
-
- m_fRadius = m_fDefaultRadius;
- m_WorldArcBall.Reset();
- m_ViewArcBall.Reset();
-}
-
-
-//--------------------------------------------------------------------------------------
-// Override for setting the view parameters
-//--------------------------------------------------------------------------------------
-void CModelViewerCamera::SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt )
-{
- CBaseCamera::SetViewParams( pvEyePt, pvLookatPt );
-
- // Propogate changes to the member arcball
- D3DXQUATERNION quat;
- D3DXMATRIXA16 mRotation;
- D3DXVECTOR3 vUp( 0,1,0 );
- D3DXMatrixLookAtLH( &mRotation, pvEyePt, pvLookatPt, &vUp );
- D3DXQuaternionRotationMatrix( &quat, &mRotation );
- m_ViewArcBall.SetQuatNow( quat );
-
- // Set the radius according to the distance
- D3DXVECTOR3 vEyeToPoint;
- D3DXVec3Subtract( &vEyeToPoint, pvLookatPt, pvEyePt );
- SetRadius( D3DXVec3Length( &vEyeToPoint ) );
-
- // View information changed. FrameMove should be called.
- m_bDragSinceLastUpdate = true;
-}
-
-
-
-//--------------------------------------------------------------------------------------
-// Call this from your message proc so this class can handle window messages
-//--------------------------------------------------------------------------------------
-LRESULT CModelViewerCamera::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
-{
- CBaseCamera::HandleMessages( hWnd, uMsg, wParam, lParam );
-
- if( ( ( uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK ) && m_nRotateModelButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( ( uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK ) && m_nRotateModelButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( ( uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK ) && m_nRotateModelButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- int iMouseX = ( short )LOWORD( lParam );
- int iMouseY = ( short )HIWORD( lParam );
- m_WorldArcBall.OnBegin( iMouseX, iMouseY );
- }
-
- if( ( ( uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK ) && m_nRotateCameraButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( ( uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK ) &&
- m_nRotateCameraButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( ( uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK ) && m_nRotateCameraButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- int iMouseX = ( short )LOWORD( lParam );
- int iMouseY = ( short )HIWORD( lParam );
- m_ViewArcBall.OnBegin( iMouseX, iMouseY );
- }
-
- if( uMsg == WM_MOUSEMOVE )
- {
- int iMouseX = ( short )LOWORD( lParam );
- int iMouseY = ( short )HIWORD( lParam );
- m_WorldArcBall.OnMove( iMouseX, iMouseY );
- m_ViewArcBall.OnMove( iMouseX, iMouseY );
- }
-
- if( ( uMsg == WM_LBUTTONUP && m_nRotateModelButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( uMsg == WM_MBUTTONUP && m_nRotateModelButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( uMsg == WM_RBUTTONUP && m_nRotateModelButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- m_WorldArcBall.OnEnd();
- }
-
- if( ( uMsg == WM_LBUTTONUP && m_nRotateCameraButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( uMsg == WM_MBUTTONUP && m_nRotateCameraButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( uMsg == WM_RBUTTONUP && m_nRotateCameraButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- m_ViewArcBall.OnEnd();
- }
-
- if( uMsg == WM_CAPTURECHANGED )
- {
- if( ( HWND )lParam != hWnd )
- {
- if( ( m_nRotateModelButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( m_nRotateModelButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( m_nRotateModelButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- m_WorldArcBall.OnEnd();
- }
-
- if( ( m_nRotateCameraButtonMask & MOUSE_LEFT_BUTTON ) ||
- ( m_nRotateCameraButtonMask & MOUSE_MIDDLE_BUTTON ) ||
- ( m_nRotateCameraButtonMask & MOUSE_RIGHT_BUTTON ) )
- {
- m_ViewArcBall.OnEnd();
- }
- }
- }
-
- if( uMsg == WM_LBUTTONDOWN ||
- uMsg == WM_LBUTTONDBLCLK ||
- uMsg == WM_MBUTTONDOWN ||
- uMsg == WM_MBUTTONDBLCLK ||
- uMsg == WM_RBUTTONDOWN ||
- uMsg == WM_RBUTTONDBLCLK ||
- uMsg == WM_LBUTTONUP ||
- uMsg == WM_MBUTTONUP ||
- uMsg == WM_RBUTTONUP ||
- uMsg == WM_MOUSEWHEEL ||
- uMsg == WM_MOUSEMOVE )
- {
- m_bDragSinceLastUpdate = true;
- }
-
- return FALSE;
-}
-
-
-
-//--------------------------------------------------------------------------------------
-// D3D9
-IDirect3DDevice9* CDXUTDirectionWidget::s_pd3d9Device = NULL;
-ID3DXEffect* CDXUTDirectionWidget::s_pD3D9Effect = NULL;
-ID3DXMesh* CDXUTDirectionWidget::s_pD3D9Mesh = NULL;
-D3DXHANDLE CDXUTDirectionWidget::s_hRenderWith1LightNoTexture = NULL;
-D3DXHANDLE CDXUTDirectionWidget::s_hMaterialDiffuseColor = NULL;
-D3DXHANDLE CDXUTDirectionWidget::s_hLightDir = NULL;
-D3DXHANDLE CDXUTDirectionWidget::s_hWorldViewProjection = NULL;
-D3DXHANDLE CDXUTDirectionWidget::s_hWorld = NULL;
-
-
-//--------------------------------------------------------------------------------------
-CDXUTDirectionWidget::CDXUTDirectionWidget()
-{
- m_fRadius = 1.0f;
- m_vDefaultDir = D3DXVECTOR3( 0, 1, 0 );
- m_vCurrentDir = m_vDefaultDir;
- m_nRotateMask = MOUSE_RIGHT_BUTTON;
-
- D3DXMatrixIdentity( &m_mView );
- D3DXMatrixIdentity( &m_mRot );
- D3DXMatrixIdentity( &m_mRotSnapshot );
-}
-
-
-//--------------------------------------------------------------------------------------
-HRESULT CDXUTDirectionWidget::StaticOnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice )
-{
- HRESULT hr;
-
- s_pd3d9Device = pd3dDevice;
-
- const char* g_strBuffer =
- "float4 g_MaterialDiffuseColor; // Material's diffuse color\r\n"
- "float3 g_LightDir; // Light's direction in world space\r\n"
- "float4x4 g_mWorld; // World matrix for object\r\n"
- "float4x4 g_mWorldViewProjection; // World * View * Projection matrix\r\n"
- "\r\n"
- "struct VS_OUTPUT\r\n"
- "{\r\n"
- " float4 Position : POSITION; // vertex position\r\n"
- " float4 Diffuse : COLOR0; // vertex diffuse color\r\n"
- "};\r\n"
- "\r\n"
- "VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,\r\n"
- " float3 vNormal : NORMAL )\r\n"
- "{\r\n"
- " VS_OUTPUT Output;\r\n"
- "\r\n"
- " // Transform the position from object space to homogeneous projection space\r\n"
- " Output.Position = mul(vPos, g_mWorldViewProjection);\r\n"
- "\r\n"
- " // Transform the normal from object space to world space\r\n"
- " float3 vNormalWorldSpace;\r\n"
- " vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)\r\n"
- "\r\n"
- " // Compute simple directional lighting equation\r\n"
- " Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));\r\n"
- " Output.Diffuse.a = 1.0f;\r\n"
- "\r\n"
- " return Output;\r\n"
- "}\r\n"
- "\r\n"
- "float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0\r\n"
- "{\r\n"
- " return Diffuse;\r\n"
- "}\r\n"
- "\r\n"
- "technique RenderWith1LightNoTexture\r\n"
- "{\r\n"
- " pass P0\r\n"
- " {\r\n"
- " VertexShader = compile vs_2_0 RenderWith1LightNoTextureVS();\r\n"
- " PixelShader = compile ps_2_0 RenderWith1LightNoTexturePS();\r\n"
- " }\r\n"
- "}\r\n"
- "";
-
- UINT dwBufferSize = ( UINT )strlen( g_strBuffer ) + 1;
-
- V_RETURN( D3DXCreateEffect( s_pd3d9Device, g_strBuffer, dwBufferSize, NULL, NULL, D3DXFX_NOT_CLONEABLE,
- NULL, &s_pD3D9Effect, NULL ) );
-
- // Save technique handles for use when rendering
- s_hRenderWith1LightNoTexture = s_pD3D9Effect->GetTechniqueByName( "RenderWith1LightNoTexture" );
- s_hMaterialDiffuseColor = s_pD3D9Effect->GetParameterByName( NULL, "g_MaterialDiffuseColor" );
- s_hLightDir = s_pD3D9Effect->GetParameterByName( NULL, "g_LightDir" );
- s_hWorld = s_pD3D9Effect->GetParameterByName( NULL, "g_mWorld" );
- s_hWorldViewProjection = s_pD3D9Effect->GetParameterByName( NULL, "g_mWorldViewProjection" );
-
- // Load the mesh with D3DX and get back a ID3DXMesh*. For this
- // sample we'll ignore the X file's embedded materials since we know
- // exactly the model we're loading. See the mesh samples such as
- // "OptimizedMesh" for a more generic mesh loading example.
- V_RETURN( DXUTCreateArrowMeshFromInternalArray( s_pd3d9Device, &s_pD3D9Mesh ) );
-
- // Optimize the mesh for this graphics card's vertex cache
- // so when rendering the mesh's triangle list the vertices will
- // cache hit more often so it won't have to re-execute the vertex shader
- // on those vertices so it will improve perf.
- DWORD* rgdwAdjacency = new DWORD[s_pD3D9Mesh->GetNumFaces() * 3];
- if( rgdwAdjacency == NULL )
- return E_OUTOFMEMORY;
- V( s_pD3D9Mesh->GenerateAdjacency( 1e-6f, rgdwAdjacency ) );
- V( s_pD3D9Mesh->OptimizeInplace( D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL ) );
- delete []rgdwAdjacency;
-
- return S_OK;
-}
-
-
-//--------------------------------------------------------------------------------------
-HRESULT CDXUTDirectionWidget::OnD3D9ResetDevice( const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
-{
- m_ArcBall.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
- return S_OK;
-}
-
-
-//--------------------------------------------------------------------------------------
-void CDXUTDirectionWidget::StaticOnD3D9LostDevice()
-{
- if( s_pD3D9Effect )
- s_pD3D9Effect->OnLostDevice();
-}
-
-
-//--------------------------------------------------------------------------------------
-void CDXUTDirectionWidget::StaticOnD3D9DestroyDevice()
-{
- SAFE_RELEASE( s_pD3D9Effect );
- SAFE_RELEASE( s_pD3D9Mesh );
-}
-
-
-//--------------------------------------------------------------------------------------
-LRESULT CDXUTDirectionWidget::HandleMessages( HWND hWnd, UINT uMsg,
- WPARAM wParam, LPARAM lParam )
-{
- switch( uMsg )
- {
- case WM_LBUTTONDOWN:
- case WM_MBUTTONDOWN:
- case WM_RBUTTONDOWN:
- {
- if( ( ( m_nRotateMask & MOUSE_LEFT_BUTTON ) != 0 && uMsg == WM_LBUTTONDOWN ) ||
- ( ( m_nRotateMask & MOUSE_MIDDLE_BUTTON ) != 0 && uMsg == WM_MBUTTONDOWN ) ||
- ( ( m_nRotateMask & MOUSE_RIGHT_BUTTON ) != 0 && uMsg == WM_RBUTTONDOWN ) )
- {
- int iMouseX = ( int )( short )LOWORD( lParam );
- int iMouseY = ( int )( short )HIWORD( lParam );
- m_ArcBall.OnBegin( iMouseX, iMouseY );
- SetCapture( hWnd );
- }
- return TRUE;
- }
-
- case WM_MOUSEMOVE:
- {
- if( m_ArcBall.IsBeingDragged() )
- {
- int iMouseX = ( int )( short )LOWORD( lParam );
- int iMouseY = ( int )( short )HIWORD( lParam );
- m_ArcBall.OnMove( iMouseX, iMouseY );
- UpdateLightDir();
- }
- return TRUE;
- }
-
- case WM_LBUTTONUP:
- case WM_MBUTTONUP:
- case WM_RBUTTONUP:
- {
- if( ( ( m_nRotateMask & MOUSE_LEFT_BUTTON ) != 0 && uMsg == WM_LBUTTONUP ) ||
- ( ( m_nRotateMask & MOUSE_MIDDLE_BUTTON ) != 0 && uMsg == WM_MBUTTONUP ) ||
- ( ( m_nRotateMask & MOUSE_RIGHT_BUTTON ) != 0 && uMsg == WM_RBUTTONUP ) )
- {
- m_ArcBall.OnEnd();
- ReleaseCapture();
- }
-
- UpdateLightDir();
- return TRUE;
- }
-
- case WM_CAPTURECHANGED:
- {
- if( ( HWND )lParam != hWnd )
- {
- if( ( m_nRotateMask & MOUSE_LEFT_BUTTON ) ||
- ( m_nRotateMask & MOUSE_MIDDLE_BUTTON ) ||
- ( m_nRotateMask & MOUSE_RIGHT_BUTTON ) )
- {
- m_ArcBall.OnEnd();
- ReleaseCapture();
- }
- }
- return TRUE;
- }
- }
-
- return 0;
-}
-
-
-//--------------------------------------------------------------------------------------
-HRESULT CDXUTDirectionWidget::OnRender9( D3DXCOLOR color, const D3DXMATRIX* pmView,
- const D3DXMATRIX* pmProj, const D3DXVECTOR3* pEyePt )
-{
- m_mView = *pmView;
-
- // Render the light spheres so the user can visually see the light dir
- UINT iPass, cPasses;
- D3DXMATRIX mRotate;
- D3DXMATRIX mScale;
- D3DXMATRIX mTrans;
- D3DXMATRIXA16 mWorldViewProj;
- HRESULT hr;
-
- V( s_pD3D9Effect->SetTechnique( s_hRenderWith1LightNoTexture ) );
- V( s_pD3D9Effect->SetVector( s_hMaterialDiffuseColor, ( D3DXVECTOR4* )&color ) );
-
- D3DXVECTOR3 vEyePt;
- D3DXVec3Normalize( &vEyePt, pEyePt );
- V( s_pD3D9Effect->SetValue( s_hLightDir, &vEyePt, sizeof( D3DXVECTOR3 ) ) );
-
- // Rotate arrow model to point towards origin
- D3DXMATRIX mRotateA, mRotateB;
- D3DXVECTOR3 vAt = D3DXVECTOR3( 0, 0, 0 );
- D3DXVECTOR3 vUp = D3DXVECTOR3( 0, 1, 0 );
- D3DXMatrixRotationX( &mRotateB, D3DX_PI );
- D3DXMatrixLookAtLH( &mRotateA, &m_vCurrentDir, &vAt, &vUp );
- D3DXMatrixInverse( &mRotateA, NULL, &mRotateA );
- mRotate = mRotateB * mRotateA;
-
- D3DXVECTOR3 vL = m_vCurrentDir * m_fRadius * 1.0f;
- D3DXMatrixTranslation( &mTrans, vL.x, vL.y, vL.z );
- D3DXMatrixScaling( &mScale, m_fRadius * 0.2f, m_fRadius * 0.2f, m_fRadius * 0.2f );
-
- D3DXMATRIX mWorld = mRotate * mScale * mTrans;
- mWorldViewProj = mWorld * ( m_mView )*( *pmProj );
-
- V( s_pD3D9Effect->SetMatrix( s_hWorldViewProjection, &mWorldViewProj ) );
- V( s_pD3D9Effect->SetMatrix( s_hWorld, &mWorld ) );
-
- for( int iSubset = 0; iSubset < 2; iSubset++ )
- {
- V( s_pD3D9Effect->Begin( &cPasses, 0 ) );
- for( iPass = 0; iPass < cPasses; iPass++ )
- {
- V( s_pD3D9Effect->BeginPass( iPass ) );
- V( s_pD3D9Mesh->DrawSubset( iSubset ) );
- V( s_pD3D9Effect->EndPass() );
- }
- V( s_pD3D9Effect->End() );
- }
-
- return S_OK;
-}
-
-//--------------------------------------------------------------------------------------
-HRESULT CDXUTDirectionWidget::UpdateLightDir()
-{
- D3DXMATRIX mInvView;
- D3DXMatrixInverse( &mInvView, NULL, &m_mView );
- mInvView._41 = mInvView._42 = mInvView._43 = 0;
-
- D3DXMATRIX mLastRotInv;
- D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot );
-
- D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix();
- m_mRotSnapshot = mRot;
-
- // Accumulate the delta of the arcball's rotation in view space.
- // Note that per-frame delta rotations could be problematic over long periods of time.
- m_mRot *= m_mView * mLastRotInv * mRot * mInvView;
-
- // Since we're accumulating delta rotations, we need to orthonormalize
- // the matrix to prevent eventual matrix skew
- D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11;
- D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21;
- D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31;
- D3DXVec3Normalize( pXBasis, pXBasis );
- D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
- D3DXVec3Normalize( pYBasis, pYBasis );
- D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
-
- // Transform the default direction vector by the light's rotation matrix
- D3DXVec3TransformNormal( &m_vCurrentDir, &m_vDefaultDir, &m_mRot );
-
- return S_OK;
-}
-
-//--------------------------------------------------------------------------------------
-HRESULT CDXUTDirectionWidget::StaticOnD3D11CreateDevice( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext )
-{
-
-
- //s_pd3d10Device = pd3dDevice;
-
- //const char* g_strBuffer =
- // "float4 g_MaterialDiffuseColor; // Material's diffuse color\r\n"
- // "float4 g_LightDir; // Light's direction in world space\r\n"
- // "float4x4 g_mWorld; // World matrix for object\r\n"
- // "float4x4 g_mWorldViewProjection; // World * View * Projection matrix\r\n"
- // "\r\n"
- // "struct VS_OUTPUT\r\n"
- // "{\r\n"
- // " float4 Position : SV_POSITION; // vertex position\r\n"
- // " float4 Diffuse : COLOR0; // vertex diffuse color\r\n"
- // "};\r\n"
- // "\r\n"
- // "VS_OUTPUT RenderWith1LightNoTextureVS( float3 vPos : POSITION,\r\n"
- // " float3 vNormal : NORMAL )\r\n"
- // "{\r\n"
- // " VS_OUTPUT Output;\r\n"
- // "\r\n"
- // " // Transform the position from object space to homogeneous projection space\r\n"
- // " Output.Position = mul( float4(vPos,1), g_mWorldViewProjection);\r\n"
- // "\r\n"
- // " // Transform the normal from object space to world space\r\n"
- // " float3 vNormalWorldSpace;\r\n"
- // " vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)\r\n"
- // "\r\n"
- // " // Compute simple directional lighting equation\r\n"
- // " Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));\r\n"
- // " Output.Diffuse.a = 1.0f;\r\n"
- // "\r\n"
- // " return Output;\r\n"
- // "}\r\n"
- // "\r\n"
- // "float4 RenderWith1LightNoTexturePS( VS_OUTPUT Input ) : SV_TARGET\r\n"
- // "{\r\n"
- // " return Input.Diffuse;\r\n"
- // "}\r\n"
- // "\r\n"
- // "technique10 RenderWith1LightNoTexture\r\n"
- // "{\r\n"
- // " pass p0\r\n"
- // " {\r\n"
- // " SetVertexShader( CompileShader( vs_4_0, RenderWith1LightNoTextureVS() ) );\r\n"
- // " SetGeometryShader( NULL );\r\n"
- // " SetPixelShader( CompileShader( ps_4_0, RenderWith1LightNoTexturePS() ) );\r\n"
- // " }\r\n"
- // "}\r\n"
- // "";
-
- //UINT dwBufferSize = ( UINT )strlen( g_strBuffer ) + 1;
-
- //HRESULT hr = D3DX10CreateEffectFromMemory( g_strBuffer, dwBufferSize, "None", NULL, NULL, "fx_4_0",
- // D3D10_SHADER_ENABLE_STRICTNESS, 0, pd3dDevice, NULL,
- // NULL, &s_pD3D10Effect, NULL, NULL );
- //if( FAILED( hr ) )
- // return hr;
-
- //s_pRenderTech = s_pD3D10Effect->GetTechniqueByName( "RenderWith1LightNoTexture" );
- //g_pMaterialDiffuseColor = s_pD3D10Effect->GetVariableByName( "g_MaterialDiffuseColor" )->AsVector();
- //g_pLightDir = s_pD3D10Effect->GetVariableByName( "g_LightDir" )->AsVector();
- //g_pmWorld = s_pD3D10Effect->GetVariableByName( "g_mWorld" )->AsMatrix();
- //g_pmWorldViewProjection = s_pD3D10Effect->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix();
-
- //const D3D10_INPUT_ELEMENT_DESC layout[] =
- //{
- // { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
- // { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
- //};
- //D3D10_PASS_DESC PassDesc;
- //V_RETURN( s_pRenderTech->GetPassByIndex( 0 )->GetDesc( &PassDesc ) );
- //V_RETURN( pd3dDevice->CreateInputLayout( layout, 2, PassDesc.pIAInputSignature,
- // PassDesc.IAInputSignatureSize, &s_pVertexLayout ) );
-
- //TODO: Add loading code here
-
- return S_OK;
-}
-
-//--------------------------------------------------------------------------------------
-HRESULT CDXUTDirectionWidget::OnRender11( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj,
- const D3DXVECTOR3* pEyePt )
-{
- // NO D3DX11 YET
- // m_mView = *pmView;
-
- // // Render the light spheres so the user can visually see the light dir
- // D3DXMATRIX mRotate;
- // D3DXMATRIX mScale;
- // D3DXMATRIX mTrans;
- // D3DXMATRIXA16 mWorldViewProj;
-
- // g_pMaterialDiffuseColor->SetFloatVector( ( float* )&color );
- // D3DXVECTOR3 vEyePt;
- // D3DXVec3Normalize( &vEyePt, pEyePt );
- // g_pLightDir->SetFloatVector( ( float* )&vEyePt );
-
- // // Rotate arrow model to point towards origin
- // D3DXMATRIX mRotateA, mRotateB;
- // D3DXVECTOR3 vAt = D3DXVECTOR3( 0, 0, 0 );
- // D3DXVECTOR3 vUp = D3DXVECTOR3( 0, 1, 0 );
- // D3DXMatrixRotationX( &mRotateB, D3DX_PI );
- // D3DXMatrixLookAtLH( &mRotateA, &m_vCurrentDir, &vAt, &vUp );
- // D3DXMatrixInverse( &mRotateA, NULL, &mRotateA );
- // mRotate = mRotateB * mRotateA;
-
- // D3DXVECTOR3 vL = m_vCurrentDir * m_fRadius * 1.0f;
- // D3DXMatrixTranslation( &mTrans, vL.x, vL.y, vL.z );
- // D3DXMatrixScaling( &mScale, m_fRadius * 0.2f, m_fRadius * 0.2f, m_fRadius * 0.2f );
-
- // D3DXMATRIX mWorld = mRotate * mScale * mTrans;
- // mWorldViewProj = mWorld * ( m_mView )*( *pmProj );
-
- // g_pmWorldViewProjection->SetMatrix( ( float* )&mWorldViewProj );
- // g_pmWorld->SetMatrix( ( float* )&mWorld );
-
- // s_pd3d10Device->IASetInputLayout( s_pVertexLayout );
-
- //TODO: Add rendering code here
-
- return S_OK;
-}
-
-//--------------------------------------------------------------------------------------
-void CDXUTDirectionWidget::StaticOnD3D11DestroyDevice()
-{
-// SAFE_RELEASE( s_pVertexLayout );
-// SAFE_RELEASE( s_pD3D11Effect );
-}