www.pudn.com > d3d_grass.rar > d3dutil.cpp


//----------------------------------------------------------------------------- 
// File: D3DUtil.cpp 
// 
// Desc: Shortcut macros and functions for using DX objects 
// 
// 
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved 
//----------------------------------------------------------------------------- 
#define STRICT 
#include  
#include  
#include "D3DUtil.h" 
#include "DXUtil.h" 
#include "D3DX8.h" 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_InitMaterial() 
// Desc: Initializes a D3DMATERIAL8 structure, setting the diffuse and ambient 
//       colors. It does not set emissive or specular colors. 
//----------------------------------------------------------------------------- 
VOID D3DUtil_InitMaterial( D3DMATERIAL8& mtrl, FLOAT r, FLOAT g, FLOAT b, 
                           FLOAT a ) 
{ 
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) ); 
    mtrl.Diffuse.r = mtrl.Ambient.r = r; 
    mtrl.Diffuse.g = mtrl.Ambient.g = g; 
    mtrl.Diffuse.b = mtrl.Ambient.b = b; 
    mtrl.Diffuse.a = mtrl.Ambient.a = a; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_InitLight() 
// Desc: Initializes a D3DLIGHT structure, setting the light position. The 
//       diffuse color is set to white; specular and ambient are left as black. 
//----------------------------------------------------------------------------- 
VOID D3DUtil_InitLight( D3DLIGHT8& light, D3DLIGHTTYPE ltType, 
                        FLOAT x, FLOAT y, FLOAT z ) 
{ 
    ZeroMemory( &light, sizeof(D3DLIGHT8) ); 
    light.Type        = ltType; 
    light.Diffuse.r   = 1.0f; 
    light.Diffuse.g   = 1.0f; 
    light.Diffuse.b   = 1.0f; 
    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &D3DXVECTOR3(x, y, z) ); 
    light.Position.x   = x; 
    light.Position.y   = y; 
    light.Position.z   = z; 
    light.Range        = 1000.0f; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_CreateTexture() 
// Desc: Helper function to create a texture. It checks the root path first, 
//       then tries the DXSDK media path (as specified in the system registry). 
//----------------------------------------------------------------------------- 
HRESULT D3DUtil_CreateTexture( LPDIRECT3DDEVICE8 pd3dDevice, TCHAR* strTexture, 
                               LPDIRECT3DTEXTURE8* ppTexture, D3DFORMAT d3dFormat ) 
{ 
    // Get the path to the texture 
    TCHAR strPath[MAX_PATH]; 
    DXUtil_FindMediaFile( strPath, strTexture ); 
 
    // Create the texture using D3DX 
    return D3DXCreateTextureFromFileEx( pd3dDevice, strPath,  
                D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, d3dFormat,  
                D3DPOOL_MANAGED, D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR,  
                D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR, 0, NULL, NULL, ppTexture ); 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_SetColorKey() 
// Desc: Changes all texels matching the colorkey to transparent, black. 
//----------------------------------------------------------------------------- 
HRESULT D3DUtil_SetColorKey( LPDIRECT3DTEXTURE8 pTexture, DWORD dwColorKey ) 
{ 
    // Get colorkey's red, green, and blue components 
    DWORD r = ((dwColorKey&0x00ff0000)>>16); 
    DWORD g = ((dwColorKey&0x0000ff00)>>8); 
    DWORD b = ((dwColorKey&0x000000ff)>>0); 
 
    // Put the colorkey in the texture's native format 
    D3DSURFACE_DESC d3dsd; 
    pTexture->GetLevelDesc( 0, &d3dsd ); 
    if( d3dsd.Format == D3DFMT_A4R4G4B4 ) 
        dwColorKey = 0xf000 + ((r>>4)<<8) + ((g>>4)<<4) + (b>>4); 
    else if( d3dsd.Format == D3DFMT_A1R5G5B5 ) 
        dwColorKey = 0x8000 + ((r>>3)<<10) + ((g>>3)<<5) + (b>>3); 
    else if( d3dsd.Format != D3DFMT_A8R8G8B8 ) 
        return E_FAIL; 
 
    // Lock the texture 
    D3DLOCKED_RECT  d3dlr; 
    if( FAILED( pTexture->LockRect( 0, &d3dlr, 0, 0 ) ) ) 
        return E_FAIL; 
 
    // Scan through each pixel, looking for the colorkey to replace 
    for( DWORD y=0; yUnlockRect(0); 
    return S_OK; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_CreateVertexShader() 
// Desc: Assembles and creates a file-based vertex shader 
//----------------------------------------------------------------------------- 
HRESULT D3DUtil_CreateVertexShader( LPDIRECT3DDEVICE8 pd3dDevice,  
                                    TCHAR* strFilename, DWORD* pdwVertexDecl, 
                                    DWORD* pdwVertexShader ) 
{ 
    LPD3DXBUFFER pCode; 
    TCHAR        strPath[MAX_PATH]; 
    HRESULT      hr; 
 
    // Get the path to the vertex shader file 
    DXUtil_FindMediaFile( strPath, strFilename ); 
 
    // Assemble the vertex shader file 
    if( FAILED( hr = D3DXAssembleShaderFromFile( strPath, 0, NULL, &pCode, NULL ) ) ) 
        return hr; 
 
    // Create the vertex shader 
    hr = pd3dDevice->CreateVertexShader( pdwVertexDecl,  
                                         (DWORD*)pCode->GetBufferPointer(), 
                                         pdwVertexShader, 0 ); 
    pCode->Release(); 
    return hr; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_GetCubeMapViewMatrix() 
// Desc: Returns a view matrix for rendering to a face of a cubemap. 
//----------------------------------------------------------------------------- 
D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace ) 
{ 
    D3DXVECTOR3 vEyePt   = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); 
    D3DXVECTOR3 vLookDir; 
    D3DXVECTOR3 vUpDir; 
 
    switch( dwFace ) 
    { 
        case D3DCUBEMAP_FACE_POSITIVE_X: 
            vLookDir = D3DXVECTOR3( 1.0f, 0.0f, 0.0f ); 
            vUpDir   = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); 
            break; 
        case D3DCUBEMAP_FACE_NEGATIVE_X: 
            vLookDir = D3DXVECTOR3(-1.0f, 0.0f, 0.0f ); 
            vUpDir   = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); 
            break; 
        case D3DCUBEMAP_FACE_POSITIVE_Y: 
            vLookDir = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); 
            vUpDir   = D3DXVECTOR3( 0.0f, 0.0f,-1.0f ); 
            break; 
        case D3DCUBEMAP_FACE_NEGATIVE_Y: 
            vLookDir = D3DXVECTOR3( 0.0f,-1.0f, 0.0f ); 
            vUpDir   = D3DXVECTOR3( 0.0f, 0.0f, 1.0f ); 
            break; 
        case D3DCUBEMAP_FACE_POSITIVE_Z: 
            vLookDir = D3DXVECTOR3( 0.0f, 0.0f, 1.0f ); 
            vUpDir   = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); 
            break; 
        case D3DCUBEMAP_FACE_NEGATIVE_Z: 
            vLookDir = D3DXVECTOR3( 0.0f, 0.0f,-1.0f ); 
            vUpDir   = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); 
            break; 
    } 
 
    // Set the view transform for this cubemap surface 
    D3DXMATRIX matView; 
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookDir, &vUpDir ); 
    return matView; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_GetRotationFromCursor() 
// Desc: Returns a quaternion for the rotation implied by the window's cursor 
//       position. 
//----------------------------------------------------------------------------- 
D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd, 
                                              FLOAT fTrackBallRadius ) 
{ 
    POINT pt; 
    RECT  rc; 
    GetCursorPos( &pt ); 
    GetClientRect( hWnd, &rc ); 
    ScreenToClient( hWnd, &pt ); 
    FLOAT sx = ( ( ( 2.0f * pt.x ) / (rc.right-rc.left) ) - 1 ); 
    FLOAT sy = ( ( ( 2.0f * pt.y ) / (rc.bottom-rc.top) ) - 1 ); 
    FLOAT sz; 
 
    if( sx == 0.0f && sy == 0.0f ) 
        return D3DXQUATERNION( 0.0f, 0.0f, 0.0f, 1.0f ); 
 
    FLOAT d1 = 0.0f; 
    FLOAT d2 = sqrtf( sx*sx + sy*sy ); 
 
    if( d2 < fTrackBallRadius * 0.70710678118654752440 ) // Inside sphere 
        sz = sqrtf( fTrackBallRadius*fTrackBallRadius - d2*d2 ); 
    else                                                 // On hyperbola 
        sz = (fTrackBallRadius*fTrackBallRadius) / (2.0f*d2); 
 
    // Get two points on trackball's sphere 
    D3DXVECTOR3 p1( sx, sy, sz ); 
    D3DXVECTOR3 p2( 0.0f, 0.0f, fTrackBallRadius ); 
 
    // Get axis of rotation, which is cross product of p1 and p2 
    D3DXVECTOR3 vAxis; 
    D3DXVec3Cross( &vAxis, &p1, &p2); 
 
    // Calculate angle for the rotation about that axis 
    FLOAT t = D3DXVec3Length( &(p2-p1) ) / ( 2.0f*fTrackBallRadius ); 
    if( t > +1.0f) t = +1.0f; 
    if( t < -1.0f) t = -1.0f; 
    FLOAT fAngle = 2.0f * asinf( t ); 
 
    // Convert axis to quaternion 
    D3DXQUATERNION quat; 
    D3DXQuaternionRotationAxis( &quat, &vAxis, fAngle ); 
    return quat; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_SetDeviceCursor 
// Desc: Gives the D3D device a cursor with image and hotspot from hCursor. 
//----------------------------------------------------------------------------- 
HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE8 pd3dDevice, HCURSOR hCursor, 
                                 BOOL bAddWatermark ) 
{ 
    HRESULT hr = E_FAIL; 
    ICONINFO iconinfo; 
    BOOL bBWCursor; 
    LPDIRECT3DSURFACE8 pCursorBitmap = NULL; 
    HDC hdcColor = NULL; 
    HDC hdcMask = NULL; 
    HDC hdcScreen = NULL; 
    BITMAP bm; 
    DWORD dwWidth; 
    DWORD dwHeightSrc; 
    DWORD dwHeightDest; 
    COLORREF crColor; 
    COLORREF crMask; 
    UINT x; 
    UINT y; 
    BITMAPINFO bmi; 
    COLORREF* pcrArrayColor = NULL; 
    COLORREF* pcrArrayMask = NULL; 
    DWORD* pBitmap; 
    HGDIOBJ hgdiobjOld; 
 
    ZeroMemory( &iconinfo, sizeof(iconinfo) ); 
    if( !GetIconInfo( hCursor, &iconinfo ) ) 
        goto End; 
 
    if (0 == GetObject((HGDIOBJ)iconinfo.hbmMask, sizeof(BITMAP), (LPVOID)&bm)) 
        goto End; 
    dwWidth = bm.bmWidth; 
    dwHeightSrc = bm.bmHeight; 
 
    if( iconinfo.hbmColor == NULL ) 
    { 
        bBWCursor = TRUE; 
        dwHeightDest = dwHeightSrc / 2; 
    } 
    else  
    { 
        bBWCursor = FALSE; 
        dwHeightDest = dwHeightSrc; 
    } 
 
    // Create a surface for the fullscreen cursor 
    if( FAILED( hr = pd3dDevice->CreateImageSurface( dwWidth, dwHeightDest,  
        D3DFMT_A8R8G8B8, &pCursorBitmap ) ) ) 
    { 
        goto End; 
    } 
 
    pcrArrayMask = new DWORD[dwWidth * dwHeightSrc]; 
 
    ZeroMemory(&bmi, sizeof(bmi)); 
    bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader); 
    bmi.bmiHeader.biWidth = dwWidth; 
    bmi.bmiHeader.biHeight = dwHeightSrc; 
    bmi.bmiHeader.biPlanes = 1; 
    bmi.bmiHeader.biBitCount = 32; 
    bmi.bmiHeader.biCompression = BI_RGB; 
 
    hdcScreen = GetDC( NULL ); 
    hdcMask = CreateCompatibleDC( hdcScreen ); 
    if( hdcMask == NULL ) 
    { 
        hr = E_FAIL; 
        goto End; 
    } 
    hgdiobjOld = SelectObject(hdcMask, iconinfo.hbmMask); 
    GetDIBits(hdcMask, iconinfo.hbmMask, 0, dwHeightSrc,  
        pcrArrayMask, &bmi, DIB_RGB_COLORS); 
    SelectObject(hdcMask, hgdiobjOld); 
 
    if (!bBWCursor) 
    { 
        pcrArrayColor = new DWORD[dwWidth * dwHeightDest]; 
        hdcColor = CreateCompatibleDC( GetDC( NULL ) ); 
        if( hdcColor == NULL ) 
        { 
            hr = E_FAIL; 
            goto End; 
        } 
        SelectObject(hdcColor, iconinfo.hbmColor); 
        GetDIBits(hdcColor, iconinfo.hbmColor, 0, dwHeightDest,  
            pcrArrayColor, &bmi, DIB_RGB_COLORS); 
    } 
 
    // Transfer cursor image into the surface 
    D3DLOCKED_RECT lr; 
    pCursorBitmap->LockRect( &lr, NULL, 0 ); 
    pBitmap = (DWORD*)lr.pBits; 
    for( y = 0; y < dwHeightDest; y++ ) 
    { 
        for( x = 0; x < dwWidth; x++ ) 
        { 
            if (bBWCursor) 
            { 
                crColor = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x]; 
                crMask = pcrArrayMask[dwWidth*(dwHeightSrc-1-y) + x]; 
            } 
            else 
            { 
                crColor = pcrArrayColor[dwWidth*(dwHeightDest-1-y) + x]; 
                crMask = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x]; 
            } 
            if (crMask == 0) 
                pBitmap[dwWidth*y + x] = 0xff000000 | crColor; 
            else 
                pBitmap[dwWidth*y + x] = 0x00000000; 
 
            // It may be helpful to make the D3D cursor look slightly  
            // different from the Windows cursor so you can distinguish  
            // between the two when developing/testing code.  When 
            // bAddWatermark is TRUE, the following code adds some 
            // small grey "D3D" characters to the upper-left corner of 
            // the D3D cursor image. 
            if( bAddWatermark && x < 12 && y < 5 ) 
            { 
                // 11.. 11.. 11.. .... CCC0 
                // 1.1. ..1. 1.1. .... A2A0 
                // 1.1. .1.. 1.1. .... A4A0 
                // 1.1. ..1. 1.1. .... A2A0 
                // 11.. 11.. 11.. .... CCC0 
 
                const WORD wMask[5] = { 0xccc0, 0xa2a0, 0xa4a0, 0xa2a0, 0xccc0 }; 
                if( wMask[y] & (1 << (15 - x)) ) 
                { 
                    pBitmap[dwWidth*y + x] |= 0xff808080; 
                } 
            } 
        } 
    } 
    pCursorBitmap->UnlockRect(); 
 
    // Set the device cursor 
    if( FAILED( hr = pd3dDevice->SetCursorProperties( iconinfo.xHotspot,  
        iconinfo.yHotspot, pCursorBitmap ) ) ) 
    { 
        goto End; 
    } 
 
    hr = S_OK; 
 
End: 
    if( iconinfo.hbmMask != NULL ) 
        DeleteObject( iconinfo.hbmMask ); 
    if( iconinfo.hbmColor != NULL ) 
        DeleteObject( iconinfo.hbmColor ); 
    if( hdcScreen != NULL ) 
        ReleaseDC( NULL, hdcScreen ); 
    if( hdcColor != NULL ) 
        DeleteDC( hdcColor ); 
    if( hdcMask != NULL ) 
        DeleteDC( hdcMask ); 
    SAFE_DELETE_ARRAY( pcrArrayColor ); 
    SAFE_DELETE_ARRAY( pcrArrayMask ); 
    SAFE_RELEASE( pCursorBitmap ); 
    return hr; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DXQuaternionUnitAxisToUnitAxis2 
// Desc: Axis to axis quaternion double angle (no normalization) 
//       Takes two points on unit sphere an angle THETA apart, returns 
//       quaternion that represents a rotation around cross product by 2*THETA. 
//----------------------------------------------------------------------------- 
inline D3DXQUATERNION* WINAPI D3DXQuaternionUnitAxisToUnitAxis2 
( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pvFrom, const D3DXVECTOR3 *pvTo) 
{ 
    D3DXVECTOR3 vAxis; 
    D3DXVec3Cross(&vAxis, pvFrom, pvTo);    // proportional to sin(theta) 
    pOut->x = vAxis.x; 
    pOut->y = vAxis.y; 
    pOut->z = vAxis.z; 
    pOut->w = D3DXVec3Dot( pvFrom, pvTo ); 
    return pOut; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DXQuaternionAxisToAxis 
// Desc: Axis to axis quaternion  
//       Takes two points on unit sphere an angle THETA apart, returns 
//       quaternion that represents a rotation around cross product by theta. 
//----------------------------------------------------------------------------- 
inline D3DXQUATERNION* WINAPI D3DXQuaternionAxisToAxis 
( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pvFrom, const D3DXVECTOR3 *pvTo) 
{ 
    D3DXVECTOR3 vA, vB; 
    D3DXVec3Normalize(&vA, pvFrom); 
    D3DXVec3Normalize(&vB, pvTo); 
    D3DXVECTOR3 vHalf(vA + vB); 
    D3DXVec3Normalize(&vHalf, &vHalf); 
    return D3DXQuaternionUnitAxisToUnitAxis2(pOut, &vA, &vHalf); 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
CD3DArcBall::CD3DArcBall() 
{ 
    D3DXQuaternionIdentity( &m_qDown ); 
    D3DXQuaternionIdentity( &m_qNow ); 
    D3DXMatrixIdentity( &m_matRotation ); 
    D3DXMatrixIdentity( &m_matRotationDelta ); 
    D3DXMatrixIdentity( &m_matTranslation ); 
    D3DXMatrixIdentity( &m_matTranslationDelta ); 
    m_bDrag = FALSE; 
    m_fRadiusTranslation = 1.0f; 
    m_bRightHanded = FALSE; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
VOID CD3DArcBall::SetWindow( int iWidth, int iHeight, float fRadius ) 
{ 
    // Set ArcBall info 
    m_iWidth  = iWidth; 
    m_iHeight = iHeight; 
    m_fRadius = fRadius; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
D3DXVECTOR3 CD3DArcBall::ScreenToVector( int sx, int sy ) 
{ 
    // Scale to screen 
    FLOAT x   = -(sx - m_iWidth/2)  / (m_fRadius*m_iWidth/2); 
    FLOAT y   =  (sy - m_iHeight/2) / (m_fRadius*m_iHeight/2); 
 
    if( m_bRightHanded ) 
    { 
        x = -x; 
        y = -y; 
    } 
 
    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 ); 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
VOID CD3DArcBall::SetRadius( FLOAT fRadius ) 
{ 
    m_fRadiusTranslation = fRadius; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
LRESULT CD3DArcBall::HandleMouseMessages( HWND hWnd, UINT uMsg, WPARAM wParam, 
                                          LPARAM lParam ) 
{ 
    static int         iCurMouseX;      // Saved mouse position 
    static int         iCurMouseY; 
    static D3DXVECTOR3 s_vDown;         // Button down vector 
 
    // Current mouse position 
    int iMouseX = LOWORD(lParam); 
    int iMouseY = HIWORD(lParam); 
 
    switch( uMsg ) 
    { 
        case WM_RBUTTONDOWN: 
        case WM_MBUTTONDOWN: 
            // Store off the position of the cursor when the button is pressed 
            iCurMouseX = iMouseX; 
            iCurMouseY = iMouseY; 
            return TRUE; 
 
        case WM_LBUTTONDOWN: 
            // Start drag mode 
            m_bDrag = TRUE; 
            s_vDown = ScreenToVector( iMouseX, iMouseY ); 
            m_qDown = m_qNow; 
            return TRUE; 
 
        case WM_LBUTTONUP: 
            // End drag mode 
            m_bDrag = FALSE; 
            return TRUE; 
 
        case WM_MOUSEMOVE: 
            // Drag object 
            if( MK_LBUTTON&wParam ) 
            { 
                if( m_bDrag ) 
                { 
                    // recompute m_qNow 
                    D3DXVECTOR3 vCur = ScreenToVector( iMouseX, iMouseY ); 
                    D3DXQUATERNION qAxisToAxis; 
                    D3DXQuaternionAxisToAxis(&qAxisToAxis, &s_vDown, &vCur); 
                    m_qNow = m_qDown; 
                    m_qNow *= qAxisToAxis; 
                    D3DXMatrixRotationQuaternion(&m_matRotationDelta, &qAxisToAxis); 
                } 
                else 
                    D3DXMatrixIdentity(&m_matRotationDelta); 
                D3DXMatrixRotationQuaternion(&m_matRotation, &m_qNow); 
                m_bDrag = TRUE; 
            } 
            else if( (MK_RBUTTON&wParam) || (MK_MBUTTON&wParam) ) 
            { 
                // Normalize based on size of window and bounding sphere radius 
                FLOAT fDeltaX = ( iCurMouseX-iMouseX ) * m_fRadiusTranslation / m_iWidth; 
                FLOAT fDeltaY = ( iCurMouseY-iMouseY ) * m_fRadiusTranslation / m_iHeight; 
 
                if( wParam & MK_RBUTTON ) 
                { 
                    D3DXMatrixTranslation( &m_matTranslationDelta, -2*fDeltaX, 2*fDeltaY, 0.0f ); 
                    D3DXMatrixMultiply( &m_matTranslation, &m_matTranslation, &m_matTranslationDelta ); 
                } 
                else  // wParam & MK_MBUTTON 
                { 
                    D3DXMatrixTranslation( &m_matTranslationDelta, 0.0f, 0.0f, 5*fDeltaY ); 
                    D3DXMatrixMultiply( &m_matTranslation, &m_matTranslation, &m_matTranslationDelta ); 
                } 
 
                // Store mouse coordinate 
                iCurMouseX = iMouseX; 
                iCurMouseY = iMouseY; 
            } 
            return TRUE; 
    } 
 
    return FALSE; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
CD3DCamera::CD3DCamera() 
{ 
    // Set attributes for the view matrix 
    SetViewParams( D3DXVECTOR3(0.0f,0.0f,0.0f), D3DXVECTOR3(0.0f,0.0f,1.0f), 
                   D3DXVECTOR3(0.0f,1.0f,0.0f) ); 
 
    // Set attributes for the projection matrix 
    SetProjParams( D3DX_PI/4, 1.0f, 1.0f, 1000.0f ); 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
VOID CD3DCamera::SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt, 
                                D3DXVECTOR3& vUpVec ) 
{ 
    // Set attributes for the view matrix 
    m_vEyePt    = vEyePt; 
    m_vLookatPt = vLookatPt; 
    m_vUpVec    = vUpVec; 
    D3DXVec3Normalize( &m_vView, &(m_vLookatPt - m_vEyePt) ); 
    D3DXVec3Cross( &m_vCross, &m_vView, &m_vUpVec ); 
 
    D3DXMatrixLookAtLH( &m_matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec ); 
    D3DXMatrixInverse( &m_matBillboard, NULL, &m_matView ); 
    m_matBillboard._41 = 0.0f; 
    m_matBillboard._42 = 0.0f; 
    m_matBillboard._43 = 0.0f; 
} 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: 
// Desc: 
//----------------------------------------------------------------------------- 
VOID CD3DCamera::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_matProj, fFOV, fAspect, fNearPlane, fFarPlane ); 
}