www.pudn.com > waterworld_src_exe.rar > d3dutil.h


//----------------------------------------------------------------------------- 
// File: D3DUtil.h 
// 
// Desc: Helper functions and typing shortcuts for Direct3D programming. 
//----------------------------------------------------------------------------- 
#ifndef D3DUTIL_H 
#define D3DUTIL_H 
#include  
#include  
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_InitMaterial() 
// Desc: Initializes a D3DMATERIAL9 structure, setting the diffuse and ambient 
//       colors. It does not set emissive or specular colors. 
//----------------------------------------------------------------------------- 
VOID D3DUtil_InitMaterial( D3DMATERIAL9& mtrl, FLOAT r=0.0f, FLOAT g=0.0f, 
                                               FLOAT b=0.0f, FLOAT a=1.0f ); 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_InitLight() 
// Desc: Initializes a D3DLIGHT structure, setting the light position. The 
//       diffuse color is set to white, specular and ambient left as black. 
//----------------------------------------------------------------------------- 
VOID D3DUtil_InitLight( D3DLIGHT9& light, D3DLIGHTTYPE ltType, 
                        FLOAT x=0.0f, FLOAT y=0.0f, FLOAT z=0.0f ); 
 
 
 
 
//----------------------------------------------------------------------------- 
// 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( LPDIRECT3DDEVICE9 pd3dDevice, TCHAR* strTexture, 
                               LPDIRECT3DTEXTURE9* ppTexture, 
                               D3DFORMAT d3dFormat = D3DFMT_UNKNOWN ); 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_GetCubeMapViewMatrix() 
// Desc: Returns a view matrix for rendering to a face of a cubemap. 
//----------------------------------------------------------------------------- 
D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace ); 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_GetRotationFromCursor() 
// Desc: Returns a quaternion for the rotation implied by the window's cursor 
//       position. 
//----------------------------------------------------------------------------- 
D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd, 
                                              FLOAT fTrackBallRadius=1.0f ); 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_SetDeviceCursor 
// Desc: Builds and sets a cursor for the D3D device based on hCursor. 
//----------------------------------------------------------------------------- 
HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE9 pd3dDevice, HCURSOR hCursor, 
                                 BOOL bAddWatermark ); 
 
 
//----------------------------------------------------------------------------- 
// Name: D3DUtil_D3DFormatToString 
// Desc: Returns the string for the given D3DFORMAT. 
//       bWithPrefix determines whether the string should include the "D3DFMT_" 
//----------------------------------------------------------------------------- 
TCHAR* D3DUtil_D3DFormatToString( D3DFORMAT format, bool bWithPrefix = true ); 
 
 
//----------------------------------------------------------------------------- 
// Name: class CD3DArcBall 
// Desc: 
//----------------------------------------------------------------------------- 
class CD3DArcBall 
{ 
    INT            m_iWidth;   // ArcBall's window width 
    INT            m_iHeight;  // ArcBall's window height 
    FLOAT          m_fRadius;  // ArcBall's radius in screen coords 
    FLOAT          m_fRadiusTranslation; // ArcBall's radius for translating the target 
 
    D3DXQUATERNION m_qDown;               // Quaternion before button down 
    D3DXQUATERNION m_qNow;                // Composite quaternion for current drag 
    D3DXMATRIX  m_matRotation;         // Matrix for arcball's orientation 
    D3DXMATRIX  m_matRotationDelta;    // Matrix for arcball's orientation 
    D3DXMATRIX  m_matTranslation;      // Matrix for arcball's position 
    D3DXMATRIX  m_matTranslationDelta; // Matrix for arcball's position 
    BOOL           m_bDrag;               // Whether user is dragging arcball 
    BOOL           m_bRightHanded;        // Whether to use RH coordinate system 
 
    D3DXVECTOR3 ScreenToVector( int sx, int sy ); 
 
public: 
    LRESULT     HandleMouseMessages( HWND, UINT, WPARAM, LPARAM ); 
 
    D3DXMATRIX* GetRotationMatrix()         { return &m_matRotation; } 
    D3DXMATRIX* GetRotationDeltaMatrix()    { return &m_matRotationDelta; } 
    D3DXMATRIX* GetTranslationMatrix()      { return &m_matTranslation; } 
    D3DXMATRIX* GetTranslationDeltaMatrix() { return &m_matTranslationDelta; } 
    BOOL        IsBeingDragged()            { return m_bDrag; } 
 
    VOID        SetRadius( FLOAT fRadius ); 
    VOID        SetWindow( INT w, INT h, FLOAT r=0.9 ); 
    VOID        SetRightHanded( BOOL bRightHanded ) { m_bRightHanded = bRightHanded; } 
 
                CD3DArcBall(); 
    VOID        Init(); 
}; 
 
 
 
 
//----------------------------------------------------------------------------- 
// Name: class CD3DCamera 
// Desc: 
//----------------------------------------------------------------------------- 
class CD3DCamera 
{ 
    D3DXVECTOR3 m_vEyePt;       // Attributes for view matrix 
    D3DXVECTOR3 m_vLookatPt; 
    D3DXVECTOR3 m_vUpVec; 
 
    D3DXVECTOR3 m_vView; 
    D3DXVECTOR3 m_vCross; 
 
    D3DXMATRIX  m_matView; 
    D3DXMATRIX  m_matBillboard; // Special matrix for billboarding effects 
 
    FLOAT       m_fFOV;         // Attributes for projection matrix 
    FLOAT       m_fAspect; 
    FLOAT       m_fNearPlane; 
    FLOAT       m_fFarPlane; 
    D3DXMATRIX  m_matProj; 
 
public: 
    // Access functions 
    D3DXVECTOR3 GetEyePt()           { return m_vEyePt; } 
    D3DXVECTOR3 GetLookatPt()        { return m_vLookatPt; } 
    D3DXVECTOR3 GetUpVec()           { return m_vUpVec; } 
    D3DXVECTOR3 GetViewDir()         { return m_vView; } 
    D3DXVECTOR3 GetCross()           { return m_vCross; } 
 
    FLOAT       GetFOV()             { return m_fFOV; } 
    FLOAT       GetAspect()          { return m_fAspect; } 
    FLOAT       GetNearPlane()       { return m_fNearPlane; } 
    FLOAT       GetFarPlane()        { return m_fFarPlane; } 
 
    D3DXMATRIX  GetViewMatrix()      { return m_matView; } 
    D3DXMATRIX  GetBillboardMatrix() { return m_matBillboard; } 
    D3DXMATRIX  GetProjMatrix()      { return m_matProj; } 
 
    VOID SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt, 
                        D3DXVECTOR3& vUpVec ); 
    VOID SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, 
                        FLOAT fFarPlane ); 
 
    CD3DCamera(); 
}; 
 
 
 
 
#endif // D3DUTIL_H