source: GTP/branches/IllumWPdeliver2008dec/IlluminationWP/demos/Standalone/MultipleReflections [DirectX]/utilFunctions.h @ 3255

Revision 3255, 3.4 KB checked in by szirmay, 15 years ago (diff)
Line 
1/**
2        \brief Uploads the specified world/view/projection transformation matrices to the GPU.
3*/
4void setWorldViewProj(D3DXMATRIXA16& mWorld, D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj, ID3DXEffect* effect )
5{
6        HRESULT hr;
7        D3DXMATRIXA16 mWorldView = mWorld * mView;
8        D3DXMATRIXA16 mWorldViewProjection = mWorldView * mProj;
9
10        D3DXMATRIXA16 mWorldViewI, mWorldViewIT, mWorldI, mWorldIT;
11        D3DXMatrixInverse(&mWorldViewI, NULL, &mWorldView);
12        D3DXMatrixTranspose(&mWorldViewIT, &mWorldViewI);
13
14        D3DXMatrixInverse(&mWorldI, NULL, &mWorld);
15        D3DXMatrixTranspose(&mWorldIT, &mWorldI);
16
17        V( effect->SetMatrix( "World", &mWorld ) );
18        V( effect->SetMatrix( "WorldIT", &mWorldIT ) );
19        V( effect->SetMatrix( "WorldView", &mWorldView ) );
20        V( effect->SetMatrix( "WorldViewIT", &mWorldViewIT ) );
21        V( effect->SetMatrix( "WorldViewProj", &mWorldViewProjection ) );
22        V( effect->CommitChanges() );
23}
24
25/**
26        Sets the given scaling and offset.
27        @return The resulting world transformation matrix.
28*/
29D3DXMATRIXA16 ScaleAndOffset(D3DXVECTOR3 vScale, D3DXVECTOR3 vOffset)
30{
31        D3DXMATRIXA16 mScale, mOffset;
32        D3DXMatrixIdentity(&mScale);
33        D3DXMatrixIdentity(&mOffset);
34
35        D3DXMatrixTranslation( &mOffset, vOffset.x, vOffset.y, vOffset.z );
36        D3DXMatrixScaling( &mScale, vScale.x, vScale.y, vScale.z );
37
38        return mScale * mOffset;
39}
40
41/**
42        Sets the given uniform scaling and an offset.
43        @return The resulting world transformation matrix.
44*/
45D3DXMATRIXA16 ScaleAndOffset(float fScale, D3DXVECTOR3 vOffset)
46{
47        return ScaleAndOffset( D3DXVECTOR3(fScale,fScale,fScale), vOffset );
48}
49
50void getViewProjForCubeFace(D3DXMATRIXA16* mView, D3DXMATRIXA16* mProj, int cubeFace, D3DXVECTOR3 centerPos)
51{
52        D3DXVECTOR3 vecEye(0,0,0);
53        D3DXVECTOR3 vecAt(0.0f, 0.0f, 0.0f);
54        D3DXVECTOR3 vecUp(0.0f, 0.0f, 0.0f);
55
56        switch( cubeFace )
57        {
58                case D3DCUBEMAP_FACE_POSITIVE_X:
59                        vecAt = D3DXVECTOR3( 1, 0, 0 );
60                        vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
61                        break;
62        case D3DCUBEMAP_FACE_NEGATIVE_X:
63            vecAt = D3DXVECTOR3(-1.0f, 0.0f, 0.0f );
64            vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
65            break;
66        case D3DCUBEMAP_FACE_POSITIVE_Y:
67            vecAt = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
68            vecUp = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
69            break;
70        case D3DCUBEMAP_FACE_NEGATIVE_Y:
71            vecAt = D3DXVECTOR3( 0.0f,-1.0f, 0.0f );
72            vecUp = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
73            break;
74        case D3DCUBEMAP_FACE_POSITIVE_Z:
75            vecAt = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
76            vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
77            break;
78        case D3DCUBEMAP_FACE_NEGATIVE_Z:
79            vecAt = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );   
80            vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
81            break;
82     }
83         
84         vecEye += centerPos;
85         vecAt += centerPos;
86
87        D3DXMatrixLookAtLH(mView, &vecEye, &vecAt, &vecUp);
88        D3DXMatrixPerspectiveFovLH( mProj, D3DX_PI/2, 1, 0.001, 2.0 );
89}
90
91IDirect3DCubeTexture9* CreateCubeTexture( int size, D3DFORMAT Format, IDirect3DDevice9* pd3dDevice)
92{
93        HRESULT hr;
94        IDirect3DCubeTexture9* pCubeTexture;
95
96        if( FAILED(hr = D3DXCreateCubeTexture( pd3dDevice,
97                        size, 1,
98                        D3DUSAGE_RENDERTARGET,
99                        Format,
100                        D3DPOOL_DEFAULT,
101                        &pCubeTexture )))
102        {
103                        MessageBox(NULL, L"Cube texture creation failed!", L"Error", MB_OK|MB_TOPMOST);
104                        exit(-1);
105        }
106        return pCubeTexture;
107}
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