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- //-----------------------------------------------------------------------------
- // File: D3DUtil.h
- //
- // Desc: Helper functions and typing shortcuts for Direct3D programming.
- //
- // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved
- //-----------------------------------------------------------------------------
- #ifndef D3DUTIL_H
- #define D3DUTIL_H
- #include <D3D8.h>
- #include <D3DX8Math.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=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( D3DLIGHT8& 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( LPDIRECT3DDEVICE8 pd3dDevice, TCHAR* strTexture,
- LPDIRECT3DTEXTURE8* ppTexture,
- D3DFORMAT d3dFormat = D3DFMT_UNKNOWN );
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_SetColorKey()
- // Desc: Changes all texels matching the colorkey to transparent, black.
- //-----------------------------------------------------------------------------
- HRESULT D3DUtil_SetColorKey( LPDIRECT3DTEXTURE8 pTexture, DWORD dwColorKey );
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: D3DUtil_CreateVertexShader()
- // Desc: Assembles and creates a file-based vertex shader
- //-----------------------------------------------------------------------------
- HRESULT D3DUtil_CreateVertexShader( LPDIRECT3DDEVICE8 pd3dDevice,
- TCHAR* strFilename, DWORD* pdwVertexDecl,
- DWORD* pdwVertexShader );
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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( LPDIRECT3DDEVICE8 pd3dDevice, HCURSOR hCursor,
- BOOL bAddWatermark );
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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();
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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; }
-
- 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();
- };
-
- //-----------------------------------------------------------------------------
- // Helper macros for pixel shader instructions
- //-----------------------------------------------------------------------------
-
- // Parameter writemasks
- #define D3DPSP_WRITEMASK_B D3DSP_WRITEMASK_0
- #define D3DPSP_WRITEMASK_G D3DSP_WRITEMASK_1
- #define D3DPSP_WRITEMASK_R D3DSP_WRITEMASK_2
- #define D3DPSP_WRITEMASK_A D3DSP_WRITEMASK_3
- #define D3DPSP_WRITEMASK_C (D3DPSP_WRITEMASK_B|D3DPSP_WRITEMASK_G|D3DPSP_WRITEMASK_R)
- #define D3DPSP_WRITEMASK_ALL (D3DSP_WRITEMASK_0|D3DSP_WRITEMASK_1|D3DSP_WRITEMASK_2|D3DSP_WRITEMASK_3)
- #define D3DPSP_WRITEMASK_10 (D3DSP_WRITEMASK_0|D3DSP_WRITEMASK_1)
- #define D3DPSP_WRITEMASK_32 (D3DSP_WRITEMASK_2|D3DSP_WRITEMASK_3)
-
- // Source and destination parameter token
- #define D3DPS_REGNUM_MASK(_Num) ( (1L<<31) | ((_Num)&D3DSP_REGNUM_MASK) )
- #define D3DPS_DST(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSPR_TEMP | D3DPSP_WRITEMASK_ALL )
- #define D3DPS_SRC_TEMP(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_TEMP )
- #define D3DPS_SRC_INPUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_INPUT )
- #define D3DPS_SRC_CONST(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_CONST )
- #define D3DPS_SRC_TEXTURE(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_TEXTURE )
- #define D3DVS_SRC_ADDR(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_ADDR )
- #define D3DVS_SRC_RASTOUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_RASTOUT )
- #define D3DVS_SRC_ATTROUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_ATTROUT )
- #define D3DVS_SRC_TEXCRDOUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_TEXCRDOUT )
-
- // Temp destination registers
- #define D3DS_DR0 D3DPS_DST(0)
- #define D3DS_DR1 D3DPS_DST(1)
- #define D3DS_DR2 D3DPS_DST(2)
- #define D3DS_DR3 D3DPS_DST(3)
- #define D3DS_DR4 D3DPS_DST(4)
- #define D3DS_DR5 D3DPS_DST(5)
- #define D3DS_DR6 D3DPS_DST(6)
- #define D3DS_DR7 D3DPS_DST(7)
-
- // Temp source registers
- #define D3DS_SR0 D3DPS_SRC_TEMP(0)
- #define D3DS_SR1 D3DPS_SRC_TEMP(1)
- #define D3DS_SR2 D3DPS_SRC_TEMP(2)
- #define D3DS_SR3 D3DPS_SRC_TEMP(3)
- #define D3DS_SR4 D3DPS_SRC_TEMP(4)
- #define D3DS_SR5 D3DPS_SRC_TEMP(5)
- #define D3DS_SR6 D3DPS_SRC_TEMP(6)
- #define D3DS_SR7 D3DPS_SRC_TEMP(7)
-
- // Texture parameters
- #define D3DS_T0 D3DPS_SRC_TEXTURE(0)
- #define D3DS_T1 D3DPS_SRC_TEXTURE(1)
- #define D3DS_T2 D3DPS_SRC_TEXTURE(2)
- #define D3DS_T3 D3DPS_SRC_TEXTURE(3)
- #define D3DS_T4 D3DPS_SRC_TEXTURE(4)
- #define D3DS_T5 D3DPS_SRC_TEXTURE(5)
- #define D3DS_T6 D3DPS_SRC_TEXTURE(6)
- #define D3DS_T7 D3DPS_SRC_TEXTURE(7)
-
- // Constant (factor) source parameters
- #define D3DS_C0 D3DPS_SRC_CONST(0)
- #define D3DS_C1 D3DPS_SRC_CONST(1)
- #define D3DS_C2 D3DPS_SRC_CONST(2)
- #define D3DS_C3 D3DPS_SRC_CONST(3)
- #define D3DS_C4 D3DPS_SRC_CONST(4)
- #define D3DS_C5 D3DPS_SRC_CONST(5)
- #define D3DS_C6 D3DPS_SRC_CONST(6)
- #define D3DS_C7 D3DPS_SRC_CONST(7)
-
- // Iterated source parameters (0==Diffuse, 1==specular)
- #define D3DS_V0 D3DPS_SRC_INPUT(0)
- #define D3DS_V1 D3DPS_SRC_INPUT(1)
-
-
-
-
- #endif // D3DUTIL_H
-