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- //-----------------------------------------------------------------------------
- // File: Pick.cpp
- //
- // Desc: Example code showing how to do picking in D3D.
- //
- // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DFile.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "Resource.h"
-
-
- struct D3DVERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- FLOAT tu, tv;
- };
-
- #define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
-
-
- struct INTERSECTION
- {
- DWORD dwFace; // mesh face that was intersected
- FLOAT fBary1, fBary2; // barycentric coords of intersection
- FLOAT fDist; // distance from ray origin to intersection
- FLOAT tu, tv; // texture coords of intersection
- };
-
- // For simplicity's sake, we limit the number of simultaneously intersected
- // triangles to 16
- #define MAX_INTERSECTIONS 16
-
-
- //-----------------------------------------------------------------------------
- // Name: class CMyD3DApplication
- // Desc: Application class. The base class (CD3DApplication) provides the
- // generic functionality needed in all Direct3D samples. CMyD3DApplication
- // adds functionality specific to this sample program.
- //-----------------------------------------------------------------------------
- class CMyD3DApplication : public CD3DApplication
- {
- CD3DFont* m_pFont; // Font for drawing text
- CD3DFont* m_pFontSmall; // Font for drawing text
- CD3DMesh* m_pObject; // Object to render
- DWORD m_dwNumIntersections; // Number of faces intersected
- INTERSECTION m_IntersectionArray[MAX_INTERSECTIONS]; // Intersection info
- LPDIRECT3DVERTEXBUFFER8 m_pVB; // VB for picked triangles
- BOOL m_bShowHelp; // Whether to show help
- BOOL m_bUseD3DX; // Whether to use D3DXIntersect
- BOOL m_bClosestOnly; // Whether to just get the closest intersection
-
- // Internal member functions
- HRESULT Pick();
- BOOL IntersectTriangle( const D3DXVECTOR3& orig, const D3DXVECTOR3& dir,
- D3DXVECTOR3& v0, D3DXVECTOR3& v1, D3DXVECTOR3& v2,
- FLOAT* t, FLOAT* u, FLOAT* v );
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
-
- public:
- LRESULT MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
- CMyD3DApplication();
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: Entry point to the program. Initializes everything, and goes into a
- // message-processing loop. Idle time is used to render the scene.
- //-----------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
- {
- CMyD3DApplication d3dApp;
-
- if( FAILED( d3dApp.Create( hInst ) ) )
- return 0;
-
- return d3dApp.Run();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("Pick: D3D Picking Sample");
- m_bUseDepthBuffer = TRUE;
- m_bShowCursorWhenFullscreen = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
- m_pObject = new CD3DMesh();
- m_dwNumIntersections = 0;
- m_pVB = NULL;
- m_bShowHelp = FALSE;
- m_bUseD3DX = TRUE;
- m_bClosestOnly = FALSE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Pick()
- // Desc: Checks if mouse point hits geometry
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Pick()
- {
- HRESULT hr;
- D3DXVECTOR3 vPickRayDir;
- D3DXVECTOR3 vPickRayOrig;
-
- m_dwNumIntersections = 0L;
-
- // Get the pick ray from the mouse position
- if( GetCapture() )
- {
- D3DXMATRIX matProj;
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
-
- POINT ptCursor;
- GetCursorPos( &ptCursor );
- ScreenToClient( m_hWnd, &ptCursor );
-
- // Compute the vector of the pick ray in screen space
- D3DXVECTOR3 v;
- v.x = ( ( ( 2.0f * ptCursor.x ) / m_d3dsdBackBuffer.Width ) - 1 ) / matProj._11;
- v.y = -( ( ( 2.0f * ptCursor.y ) / m_d3dsdBackBuffer.Height ) - 1 ) / matProj._22;
- v.z = 1.0f;
-
- // Get the inverse view matrix
- D3DXMATRIX matView, m;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
- D3DXMatrixInverse( &m, NULL, &matView );
-
- // Transform the screen space pick ray into 3D space
- vPickRayDir.x = v.x*m._11 + v.y*m._21 + v.z*m._31;
- vPickRayDir.y = v.x*m._12 + v.y*m._22 + v.z*m._32;
- vPickRayDir.z = v.x*m._13 + v.y*m._23 + v.z*m._33;
- vPickRayOrig.x = m._41;
- vPickRayOrig.y = m._42;
- vPickRayOrig.z = m._43;
- }
-
- // Get the picked triangle
- if( GetCapture() )
- {
- LPD3DXBASEMESH pMesh = m_pObject->GetLocalMesh();
- LPDIRECT3DVERTEXBUFFER8 pVB;
- LPDIRECT3DINDEXBUFFER8 pIB;
-
- pMesh->GetVertexBuffer( &pVB );
- pMesh->GetIndexBuffer( &pIB );
-
- WORD* pIndices;
- D3DVERTEX* pVertices;
-
- pIB->Lock( 0,0,(BYTE**)&pIndices, 0 );
- pVB->Lock( 0,0,(BYTE**)&pVertices, 0 );
-
- if( m_bUseD3DX )
- {
- // When calling D3DXIntersect, one can get just the closest intersection and not
- // need to work with a D3DXBUFFER. Or, to get all intersections between the ray and
- // the mesh, one can use a D3DXBUFFER to receive all intersections. We show both
- // methods.
- if( m_bClosestOnly )
- {
- // Collect only the closest intersection
- BOOL bHit;
- DWORD dwFace;
- FLOAT fBary1, fBary2, fDist;
- D3DXIntersect(pMesh, &vPickRayOrig, &vPickRayDir, &bHit, &dwFace, &fBary1, &fBary2, &fDist,
- NULL, NULL);
- if( bHit )
- {
- m_dwNumIntersections = 1;
- m_IntersectionArray[0].dwFace = dwFace;
- m_IntersectionArray[0].fBary1 = fBary1;
- m_IntersectionArray[0].fBary2 = fBary2;
- m_IntersectionArray[0].fDist = fDist;
- }
- else
- {
- m_dwNumIntersections = 0;
- }
- }
- else
- {
- // Collect all intersections
- BOOL bHit;
- LPD3DXBUFFER pBuffer = NULL;
- D3DXINTERSECTINFO* pIntersectInfoArray;
- if( FAILED( hr = D3DXIntersect(pMesh, &vPickRayOrig, &vPickRayDir, &bHit, NULL, NULL, NULL, NULL,
- &pBuffer, &m_dwNumIntersections) ) )
- {
- return hr;
- }
- if( m_dwNumIntersections > 0 )
- {
- pIntersectInfoArray = (D3DXINTERSECTINFO*)pBuffer->GetBufferPointer();
- if( m_dwNumIntersections > MAX_INTERSECTIONS )
- m_dwNumIntersections = MAX_INTERSECTIONS;
- for( DWORD iIntersection = 0; iIntersection < m_dwNumIntersections; iIntersection++ )
- {
- m_IntersectionArray[iIntersection].dwFace = pIntersectInfoArray[iIntersection].FaceIndex;
- m_IntersectionArray[iIntersection].fBary1 = pIntersectInfoArray[iIntersection].U;
- m_IntersectionArray[iIntersection].fBary2 = pIntersectInfoArray[iIntersection].V;
- m_IntersectionArray[iIntersection].fDist = pIntersectInfoArray[iIntersection].Dist;
- }
- }
- }
-
- }
- else
- {
- // Not using D3DX
- DWORD dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
- FLOAT fBary1, fBary2;
- FLOAT fDist;
- for( DWORD i=0; i<dwNumFaces; i++ )
- {
- D3DXVECTOR3 v0 = pVertices[pIndices[3*i+0]].p;
- D3DXVECTOR3 v1 = pVertices[pIndices[3*i+1]].p;
- D3DXVECTOR3 v2 = pVertices[pIndices[3*i+2]].p;
-
- // Check if the pick ray passes through this point
- if( IntersectTriangle( vPickRayOrig, vPickRayDir, v0, v1, v2,
- &fDist, &fBary1, &fBary2 ) )
- {
- if( !m_bClosestOnly || m_dwNumIntersections == 0 || fDist < m_IntersectionArray[0].fDist )
- {
- if( m_bClosestOnly )
- m_dwNumIntersections = 0;
- m_IntersectionArray[m_dwNumIntersections].dwFace = i;
- m_IntersectionArray[m_dwNumIntersections].fBary1 = fBary1;
- m_IntersectionArray[m_dwNumIntersections].fBary2 = fBary2;
- m_IntersectionArray[m_dwNumIntersections].fDist = fDist;
- m_dwNumIntersections++;
- if( m_dwNumIntersections == MAX_INTERSECTIONS )
- break;
- }
- }
- }
- }
-
- // Now, for each intersection, add a triangle to m_pVB and compute texture coordinates
- if( m_dwNumIntersections > 0 )
- {
- D3DVERTEX* v;
- D3DVERTEX* vThisTri;
- WORD* iThisTri;
- D3DVERTEX v1, v2, v3;
- INTERSECTION* pIntersection;
-
- m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
-
- for( DWORD iIntersection = 0; iIntersection < m_dwNumIntersections; iIntersection++ )
- {
- pIntersection = &m_IntersectionArray[iIntersection];
-
- vThisTri = &v[iIntersection * 3];
- iThisTri = &pIndices[3*pIntersection->dwFace];
- // get vertices hit
- vThisTri[0] = pVertices[iThisTri[0]];
- vThisTri[1] = pVertices[iThisTri[1]];
- vThisTri[2] = pVertices[iThisTri[2]];
-
- // If all you want is the vertices hit, then you are done. In this sample, we
- // want to show how to infer texture coordinates as well, using the BaryCentric
- // coordinates supplied by D3DXIntersect
- FLOAT dtu1 = vThisTri[1].tu - vThisTri[0].tu;
- FLOAT dtu2 = vThisTri[2].tu - vThisTri[0].tu;
- FLOAT dtv1 = vThisTri[1].tv - vThisTri[0].tv;
- FLOAT dtv2 = vThisTri[2].tv - vThisTri[0].tv;
- pIntersection->tu = vThisTri[0].tu + pIntersection->fBary1 * dtu1 + pIntersection->fBary2 * dtu2;
- pIntersection->tv = vThisTri[0].tv + pIntersection->fBary1 * dtv1 + pIntersection->fBary2 * dtv2;
- }
- m_pVB->Unlock();
- }
-
- pVB->Unlock();
- pIB->Unlock();
-
- pVB->Release();
- pIB->Release();
-
- }
-
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Rotate the camera about the y-axis
- D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- vFromPt.x = -cosf(m_fTime/3.0f) * 4.0f;
- vFromPt.y = 1.0f;
- vFromPt.z = sinf(m_fTime/3.0f) * 4.0f;
-
- D3DXMATRIX matView;
- D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc: Called once per frame, the call is the entry point for 3d
- // rendering. This function sets up render states, clears the
- // viewport, and renders the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Render()
- {
- // Set up the cursor
- POINT ptCursor;
- GetCursorPos( &ptCursor );
- ScreenToClient( m_hWnd, &ptCursor );
- m_pd3dDevice->SetCursorPosition( ptCursor.x, ptCursor.y, 0L );
-
- // Check for picked triangles
- Pick();
-
- // Clear the viewport
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x000000ff, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Set render mode to lit, solid triangles
- m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
-
- // If a triangle is picked, draw it
- if( m_dwNumIntersections > 0 )
- {
- // Draw the picked triangle
- m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(D3DVERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumIntersections );
-
- // Set render mode to unlit, wireframe triangles
- m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
- }
-
- // Render the mesh
- m_pObject->Render( m_pd3dDevice );
-
- // Output statistics
- m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
- m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
-
- // Output help
- FLOAT yText = 40.0f;
- if( m_bShowHelp )
- {
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F1: Toggle Help") );
- yText += 20.0f;
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F2: Change Device") );
- yText += 20.0f;
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F3: Toggle D3DX Usage") );
- yText += 20.0f;
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F4: Toggle All Hits") );
- yText += 20.0f;
- }
- else
- {
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("Press F1 for Help") );
- yText += 20.0f;
- }
-
- // Output info
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), m_bUseD3DX ? _T("Using D3DX") : _T("Not Using D3DX") );
- yText += 20.0f;
-
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), m_bClosestOnly ? _T("Showing First Hit") : _T("Showing All Hits") );
- yText += 20.0f;
-
- CHAR strBuffer[90];
-
- if( m_dwNumIntersections > 0 )
- {
- for( DWORD iIntersection = 0; iIntersection < m_dwNumIntersections; iIntersection++ )
- {
- INTERSECTION* pIntersection = &m_IntersectionArray[iIntersection];
- sprintf( strBuffer, _T("Face=%d, tu=%3.02f, tv=%3.02f"), pIntersection->dwFace, pIntersection->tu, pIntersection->tv );
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,0,255,255), strBuffer );
- yText += 20;
- }
- }
- else
- {
- sprintf( strBuffer, _T("Use mouse to pick a polygon") );
- m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,0,255,255), strBuffer );
- }
-
-
- // End the scene.
- m_pd3dDevice->EndScene();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- // Restore the font
- m_pFont->InitDeviceObjects( m_pd3dDevice );
- m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
-
- if( FAILED( m_pObject->Create( m_pd3dDevice, _T("Tiger.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- m_pObject->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
-
- // Create the vertex buffer
- DWORD dwNumVertices = MAX_INTERSECTIONS * 3;
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(D3DVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
- D3DPOOL_MANAGED, &m_pVB ) ) )
- {
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
- m_pFontSmall->RestoreDeviceObjects();
-
- // Restore device-memory objects for the mesh
- m_pObject->RestoreDeviceObjects( m_pd3dDevice );
-
- // Set up the textures
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
-
- // Set miscellaneous render states
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00444444 );
-
- // Set the world matrix
- D3DXMATRIX matIdentity;
- D3DXMatrixIdentity( &matIdentity );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity );
-
- // Set the projection matrix
- D3DXMATRIX matProj;
- FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Setup a material
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- // Set up lighting states
- D3DLIGHT8 light;
- D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.1f, -1.0f, 0.1f );
- m_pd3dDevice->SetLight( 0, &light );
- m_pd3dDevice->LightEnable( 0, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pFontSmall->InvalidateDeviceObjects();
- m_pObject->InvalidateDeviceObjects();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DeleteDeviceObjects()
- // Desc: Called when the app is exiting, or the device is being changed,
- // this function deletes any device dependent objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DeleteDeviceObjects()
- {
- m_pFont->DeleteDeviceObjects();
- m_pFontSmall->DeleteDeviceObjects();
- m_pObject->Destroy();
-
- SAFE_RELEASE( m_pVB );
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FinalCleanup()
- // Desc: Called before the app exits, this function gives the app the chance
- // to cleanup after itself.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FinalCleanup()
- {
- SAFE_DELETE( m_pFont );
- SAFE_DELETE( m_pFontSmall );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ConfirmDevice()
- // Desc: Called during device intialization, this code checks the device
- // for some minimum set of capabilities
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
- D3DFORMAT Format )
- {
- if( dwBehavior & D3DCREATE_PUREDEVICE )
- return E_FAIL; // GetTransform doesn't work on PUREDEVICE
-
- // If this is a TnL device, make sure it supports directional lights
- if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: Overrrides the main WndProc, so the sample can do custom message
- // handling (e.g. processing mouse, keyboard, or menu commands).
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam,
- LPARAM lParam )
- {
- switch( msg )
- {
- case WM_LBUTTONDOWN:
- // User pressed left mouse button
- SetCapture( hWnd );
- break;
-
- case WM_LBUTTONUP:
- // The user released the left mouse button
- ReleaseCapture();
- break;
-
- case WM_COMMAND:
- if( LOWORD(wParam) == IDM_HELP )
- m_bShowHelp = !m_bShowHelp;
- if( LOWORD(wParam) == IDM_TOGGLED3DX )
- m_bUseD3DX = !m_bUseD3DX;
- else if( LOWORD(wParam) == IDM_TOGGLEALLHITS )
- m_bClosestOnly = !m_bClosestOnly;
- break;
- }
-
- return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: IntersectTriangle()
- // Desc: Given a ray origin (orig) and direction (dir), and three vertices of
- // of a triangle, this function returns TRUE and the interpolated texture
- // coordinates if the ray intersects the triangle
- //-----------------------------------------------------------------------------
- BOOL CMyD3DApplication::IntersectTriangle( const D3DXVECTOR3& orig,
- const D3DXVECTOR3& dir, D3DXVECTOR3& v0,
- D3DXVECTOR3& v1, D3DXVECTOR3& v2,
- FLOAT* t, FLOAT* u, FLOAT* v )
- {
- // Find vectors for two edges sharing vert0
- D3DXVECTOR3 edge1 = v1 - v0;
- D3DXVECTOR3 edge2 = v2 - v0;
-
- // Begin calculating determinant - also used to calculate U parameter
- D3DXVECTOR3 pvec;
- D3DXVec3Cross( &pvec, &dir, &edge2 );
-
- // If determinant is near zero, ray lies in plane of triangle
- FLOAT det = D3DXVec3Dot( &edge1, &pvec );
-
- D3DXVECTOR3 tvec;
- if( det > 0 )
- {
- tvec = orig - v0;
- }
- else
- {
- tvec = v0 - orig;
- det = -det;
- }
-
- if( det < 0.0001f )
- return FALSE;
-
- // Calculate U parameter and test bounds
- *u = D3DXVec3Dot( &tvec, &pvec );
- if( *u < 0.0f || *u > det )
- return FALSE;
-
- // Prepare to test V parameter
- D3DXVECTOR3 qvec;
- D3DXVec3Cross( &qvec, &tvec, &edge1 );
-
- // Calculate V parameter and test bounds
- *v = D3DXVec3Dot( &dir, &qvec );
- if( *v < 0.0f || *u + *v > det )
- return FALSE;
-
- // Calculate t, scale parameters, ray intersects triangle
- *t = D3DXVec3Dot( &edge2, &qvec );
- FLOAT fInvDet = 1.0f / det;
- *t *= fInvDet;
- *u *= fInvDet;
- *v *= fInvDet;
-
- return TRUE;
- }
-
-
-
-