//-------------------------------------------------------------------------------------- // File: DXUTMisc.h // // Helper functions for Direct3D programming. // // Copyright (c) Microsoft Corporation. All rights reserved //-------------------------------------------------------------------------------------- #pragma once #ifndef DXUT_MISC_H #define DXUT_MISC_H //-------------------------------------------------------------------------------------- // A growable array //-------------------------------------------------------------------------------------- template< typename TYPE > class CGrowableArray { public: CGrowableArray() { m_pData = NULL; m_nSize = 0; m_nMaxSize = 0; } CGrowableArray( const CGrowableArray& a ) { for( int i=0; i < a.m_nSize; i++ ) Add( a.m_pData[i] ); } ~CGrowableArray() { RemoveAll(); } const TYPE& operator[]( int nIndex ) const { return GetAt( nIndex ); } TYPE& operator[]( int nIndex ) { return GetAt( nIndex ); } CGrowableArray& operator=( const CGrowableArray& a ) { if( this == &a ) return *this; RemoveAll(); for( int i=0; i < a.m_nSize; i++ ) Add( a.m_pData[i] ); return *this; } HRESULT SetSize( int nNewMaxSize ); HRESULT Add( const TYPE& value ); HRESULT Insert( int nIndex, const TYPE& value ); HRESULT SetAt( int nIndex, const TYPE& value ); TYPE& GetAt( int nIndex ) { assert( nIndex >= 0 && nIndex < m_nSize ); return m_pData[nIndex]; } int GetSize() const { return m_nSize; } TYPE* GetData() { return m_pData; } bool Contains( const TYPE& value ){ return ( -1 != IndexOf( value ) ); } int IndexOf( const TYPE& value ) { return ( m_nSize > 0 ) ? IndexOf( value, 0, m_nSize ) : -1; } int IndexOf( const TYPE& value, int iStart ) { return IndexOf( value, iStart, m_nSize - iStart ); } int IndexOf( const TYPE& value, int nIndex, int nNumElements ); int LastIndexOf( const TYPE& value ) { return ( m_nSize > 0 ) ? LastIndexOf( value, m_nSize-1, m_nSize ) : -1; } int LastIndexOf( const TYPE& value, int nIndex ) { return LastIndexOf( value, nIndex, nIndex+1 ); } int LastIndexOf( const TYPE& value, int nIndex, int nNumElements ); HRESULT Remove( int nIndex ); void RemoveAll() { SetSize(0); } protected: TYPE* m_pData; // the actual array of data int m_nSize; // # of elements (upperBound - 1) int m_nMaxSize; // max allocated HRESULT SetSizeInternal( int nNewMaxSize ); // This version doesn't call ctor or dtor. }; //-------------------------------------------------------------------------------------- // Performs timer operations // Use DXUTGetGlobalTimer() to get the global instance //-------------------------------------------------------------------------------------- class CDXUTTimer { public: CDXUTTimer(); void Reset(); // resets the timer void Start(); // starts the timer void Stop(); // stop (or pause) the timer void Advance(); // advance the timer by 0.1 seconds double GetAbsoluteTime(); // get the absolute system time double GetTime(); // get the current time double GetElapsedTime(); // get the time that elapsed between GetElapsedTime() calls bool IsStopped(); // returns true if timer stopped protected: bool m_bUsingQPF; bool m_bTimerStopped; LONGLONG m_llQPFTicksPerSec; LONGLONG m_llStopTime; LONGLONG m_llLastElapsedTime; LONGLONG m_llBaseTime; }; CDXUTTimer* DXUTGetGlobalTimer(); //----------------------------------------------------------------------------- // Resource cache for textures, fonts, meshs, and effects. // Use DXUTGetGlobalResourceCache() to access the global cache //----------------------------------------------------------------------------- enum DXUTCACHE_SOURCELOCATION { DXUTCACHE_LOCATION_FILE, DXUTCACHE_LOCATION_RESOURCE }; struct DXUTCache_Texture { DXUTCACHE_SOURCELOCATION Location; WCHAR wszSource[MAX_PATH]; HMODULE hSrcModule; UINT Width; UINT Height; UINT Depth; UINT MipLevels; DWORD Usage; D3DFORMAT Format; D3DPOOL Pool; D3DRESOURCETYPE Type; IDirect3DBaseTexture9 *pTexture; }; struct DXUTCache_Font : public D3DXFONT_DESC { ID3DXFont *pFont; }; struct DXUTCache_Effect { DXUTCACHE_SOURCELOCATION Location; WCHAR wszSource[MAX_PATH]; HMODULE hSrcModule; DWORD dwFlags; ID3DXEffect *pEffect; }; class CDXUTResourceCache { public: ~CDXUTResourceCache(); HRESULT CreateTextureFromFile( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, LPDIRECT3DTEXTURE9 *ppTexture ); HRESULT CreateTextureFromFileEx( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, UINT Width, UINT Height, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DTEXTURE9 *ppTexture ); HRESULT CreateTextureFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, LPDIRECT3DTEXTURE9 *ppTexture ); HRESULT CreateTextureFromResourceEx( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, UINT Width, UINT Height, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DTEXTURE9 *ppTexture ); HRESULT CreateCubeTextureFromFile( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, LPDIRECT3DCUBETEXTURE9 *ppCubeTexture ); HRESULT CreateCubeTextureFromFileEx( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, UINT Size, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DCUBETEXTURE9 *ppCubeTexture ); HRESULT CreateCubeTextureFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, LPDIRECT3DCUBETEXTURE9 *ppCubeTexture ); HRESULT CreateCubeTextureFromResourceEx( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, UINT Size, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DCUBETEXTURE9 *ppCubeTexture ); HRESULT CreateVolumeTextureFromFile( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, LPDIRECT3DVOLUMETEXTURE9 *ppVolumeTexture ); HRESULT CreateVolumeTextureFromFileEx( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, UINT Width, UINT Height, UINT Depth, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DVOLUMETEXTURE9 *ppTexture ); HRESULT CreateVolumeTextureFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, LPDIRECT3DVOLUMETEXTURE9 *ppVolumeTexture ); HRESULT CreateVolumeTextureFromResourceEx( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, UINT Width, UINT Height, UINT Depth, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DVOLUMETEXTURE9 *ppVolumeTexture ); HRESULT CreateFont( LPDIRECT3DDEVICE9 pDevice, UINT Height, UINT Width, UINT Weight, UINT MipLevels, BOOL Italic, DWORD CharSet, DWORD OutputPrecision, DWORD Quality, DWORD PitchAndFamily, LPCTSTR pFacename, LPD3DXFONT *ppFont ); HRESULT CreateFontIndirect( LPDIRECT3DDEVICE9 pDevice, CONST D3DXFONT_DESC *pDesc, LPD3DXFONT *ppFont ); HRESULT CreateEffectFromFile( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, const D3DXMACRO *pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXEFFECTPOOL pPool, LPD3DXEFFECT *ppEffect, LPD3DXBUFFER *ppCompilationErrors ); HRESULT CreateEffectFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, const D3DXMACRO *pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXEFFECTPOOL pPool, LPD3DXEFFECT *ppEffect, LPD3DXBUFFER *ppCompilationErrors ); public: HRESULT OnCreateDevice( IDirect3DDevice9 *pd3dDevice ); HRESULT OnResetDevice( IDirect3DDevice9 *pd3dDevice ); HRESULT OnLostDevice(); HRESULT OnDestroyDevice(); protected: friend CDXUTResourceCache& DXUTGetGlobalResourceCache(); friend HRESULT DXUTInitialize3DEnvironment(); friend HRESULT DXUTReset3DEnvironment(); friend void DXUTCleanup3DEnvironment( bool bReleaseSettings ); CDXUTResourceCache() { } CGrowableArray< DXUTCache_Texture > m_TextureCache; CGrowableArray< DXUTCache_Effect > m_EffectCache; CGrowableArray< DXUTCache_Font > m_FontCache; }; CDXUTResourceCache& DXUTGetGlobalResourceCache(); //-------------------------------------------------------------------------------------- class CD3DArcBall { public: CD3DArcBall(); // Functions to change behavior void Reset(); void SetTranslationRadius( FLOAT fRadiusTranslation ) { m_fRadiusTranslation = fRadiusTranslation; } void SetWindow( INT nWidth, INT nHeight, FLOAT fRadius = 0.9f ) { m_nWidth = nWidth; m_nHeight = nHeight; m_fRadius = fRadius; m_vCenter = D3DXVECTOR2(m_nWidth/2.0f,m_nHeight/2.0f); } void SetOffset( INT nX, INT nY ) { m_Offset.x = nX; m_Offset.y = nY; } // Call these from client and use GetRotationMatrix() to read new rotation matrix void OnBegin( int nX, int nY ); // start the rotation (pass current mouse position) void OnMove( int nX, int nY ); // continue the rotation (pass current mouse position) void OnEnd(); // end the rotation // Or call this to automatically handle left, middle, right buttons LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); // Functions to get/set state D3DXMATRIX* GetRotationMatrix() { return D3DXMatrixRotationQuaternion(&m_mRotation, &m_qNow); }; D3DXMATRIX* GetTranslationMatrix() { return &m_mTranslation; } D3DXMATRIX* GetTranslationDeltaMatrix() { return &m_mTranslationDelta; } bool IsBeingDragged() { return m_bDrag; } D3DXQUATERNION GetQuatNow() { return m_qNow; } void SetQuatNow( D3DXQUATERNION q ) { m_qNow = q; } static D3DXQUATERNION QuatFromBallPoints( const D3DXVECTOR3 &vFrom, const D3DXVECTOR3 &vTo ); protected: D3DXMATRIXA16 m_mRotation; // Matrix for arc ball's orientation D3DXMATRIXA16 m_mTranslation; // Matrix for arc ball's position D3DXMATRIXA16 m_mTranslationDelta; // Matrix for arc ball's position POINT m_Offset; // window offset, or upper-left corner of window INT m_nWidth; // arc ball's window width INT m_nHeight; // arc ball's window height D3DXVECTOR2 m_vCenter; // center of arc ball FLOAT m_fRadius; // arc ball's radius in screen coords FLOAT m_fRadiusTranslation; // arc ball's radius for translating the target D3DXQUATERNION m_qDown; // Quaternion before button down D3DXQUATERNION m_qNow; // Composite quaternion for current drag bool m_bDrag; // Whether user is dragging arc ball POINT m_ptLastMouse; // position of last mouse point D3DXVECTOR3 m_vDownPt; // starting point of rotation arc D3DXVECTOR3 m_vCurrentPt; // current point of rotation arc D3DXVECTOR3 ScreenToVector( float fScreenPtX, float fScreenPtY ); }; //-------------------------------------------------------------------------------------- // used by CCamera to map WM_KEYDOWN keys //-------------------------------------------------------------------------------------- enum D3DUtil_CameraKeys { CAM_STRAFE_LEFT = 0, CAM_STRAFE_RIGHT, CAM_MOVE_FORWARD, CAM_MOVE_BACKWARD, CAM_MOVE_UP, CAM_MOVE_DOWN, CAM_RESET, CAM_CONTROLDOWN, CAM_MAX_KEYS, CAM_UNKNOWN = 0xFF }; #define KEY_WAS_DOWN_MASK 0x80 #define KEY_IS_DOWN_MASK 0x01 #define MOUSE_LEFT_BUTTON 0x01 #define MOUSE_MIDDLE_BUTTON 0x02 #define MOUSE_RIGHT_BUTTON 0x04 #define MOUSE_WHEEL 0x08 //-------------------------------------------------------------------------------------- // Simple base camera class that moves and rotates. The base class // records mouse and keyboard input for use by a derived class, and // keeps common state. //-------------------------------------------------------------------------------------- class CBaseCamera { public: CBaseCamera(); // Call these from client and use Get*Matrix() to read new matrices virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); virtual void FrameMove( FLOAT fElapsedTime ) = 0; // Functions to change camera matrices virtual void Reset(); virtual void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ); virtual void SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane ); // Functions to change behavior virtual void SetDragRect( RECT &rc ) { m_rcDrag = rc; } void SetInvertPitch( bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; } void SetDrag( bool bMovementDrag, FLOAT fTotalDragTimeToZero = 0.25f ) { m_bMovementDrag = bMovementDrag; m_fTotalDragTimeToZero = fTotalDragTimeToZero; } void SetEnableYAxisMovement( bool bEnableYAxisMovement ) { m_bEnableYAxisMovement = bEnableYAxisMovement; } void SetEnablePositionMovement( bool bEnablePositionMovement ) { m_bEnablePositionMovement = bEnablePositionMovement; } void SetClipToBoundary( bool bClipToBoundary, D3DXVECTOR3* pvMinBoundary, D3DXVECTOR3* pvMaxBoundary ) { m_bClipToBoundary = bClipToBoundary; if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary; if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary; } void SetScalers( FLOAT fRotationScaler = 0.01f, FLOAT fMoveScaler = 5.0f ) { m_fRotationScaler = fRotationScaler; m_fMoveScaler = fMoveScaler; } void SetNumberOfFramesToSmoothMouseData( int nFrames ) { if( nFrames > 0 ) m_fFramesToSmoothMouseData = (float)nFrames; } void SetResetCursorAfterMove( bool bResetCursorAfterMove ) { m_bResetCursorAfterMove = bResetCursorAfterMove; } // Functions to get state const D3DXMATRIX* GetViewMatrix() const { return &m_mView; } const D3DXMATRIX* GetProjMatrix() const { return &m_mProj; } const D3DXVECTOR3* GetEyePt() const { return &m_vEye; } const D3DXVECTOR3* GetLookAtPt() const { return &m_vLookAt; } bool IsBeingDragged() { return (m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown); } bool IsMouseLButtonDown() { return m_bMouseLButtonDown; } bool IsMouseMButtonDown() { return m_bMouseMButtonDown; } bool IsMouseRButtonDown() { return m_bMouseRButtonDown; } protected: // Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum virtual D3DUtil_CameraKeys MapKey( UINT nKey ); bool IsKeyDown( BYTE key ) { return( (key & KEY_IS_DOWN_MASK) == KEY_IS_DOWN_MASK ); } bool WasKeyDown( BYTE key ) { return( (key & KEY_WAS_DOWN_MASK) == KEY_WAS_DOWN_MASK ); } void ConstrainToBoundary( D3DXVECTOR3* pV ); void UpdateMouseDelta( float fElapsedTime ); void UpdateVelocity( float fElapsedTime ); D3DXMATRIX m_mView; // View matrix D3DXMATRIX m_mProj; // Projection matrix BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK POINT m_ptLastMousePosition; // Last absolute position of mouse cursor bool m_bMouseLButtonDown; // True if left button is down bool m_bMouseMButtonDown; // True if middle button is down bool m_bMouseRButtonDown; // True if right button is down int m_nCurrentButtonMask; // mask of which buttons are down int m_nMouseWheelDelta; // Amount of middle wheel scroll (+/-) D3DXVECTOR2 m_vMouseDelta; // Mouse relative delta smoothed over a few frames float m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over D3DXVECTOR3 m_vDefaultEye; // Default camera eye position D3DXVECTOR3 m_vDefaultLookAt; // Default LookAt position D3DXVECTOR3 m_vEye; // Camera eye position D3DXVECTOR3 m_vLookAt; // LookAt position float m_fCameraYawAngle; // Yaw angle of camera float m_fCameraPitchAngle; // Pitch angle of camera RECT m_rcDrag; // Rectangle within which a drag can be initiated. D3DXVECTOR3 m_vVelocity; // Velocity of camera bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant D3DXVECTOR3 m_vVelocityDrag; // Velocity drag force FLOAT m_fDragTimer; // Countdown timer to apply drag FLOAT m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0 D3DXVECTOR2 m_vRotVelocity; // Velocity of camera float m_fFOV; // Field of view float m_fAspect; // Aspect ratio float m_fNearPlane; // Near plane float m_fFarPlane; // Far plane float m_fRotationScaler; // Scaler for rotation float m_fMoveScaler; // Scaler for movement bool m_bInvertPitch; // Invert the pitch axis bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary D3DXVECTOR3 m_vMinBoundary; // Min point in clip boundary D3DXVECTOR3 m_vMaxBoundary; // Max point in clip boundary bool m_bResetCursorAfterMove;// If true, the class will reset the cursor position so that the cursor always has space to move }; //-------------------------------------------------------------------------------------- // Simple first person camera class that moves and rotates. // It allows yaw and pitch but not roll. It uses WM_KEYDOWN and // GetCursorPos() to respond to keyboard and mouse input and updates the // view matrix based on input. //-------------------------------------------------------------------------------------- class CFirstPersonCamera : public CBaseCamera { public: CFirstPersonCamera(); // Call these from client and use Get*Matrix() to read new matrices virtual void FrameMove( FLOAT fElapsedTime ); // Functions to change behavior void SetRotateButtons( bool bLeft, bool bMiddle, bool bRight ); // Functions to get state D3DXMATRIX* GetWorldMatrix() { return &m_mCameraWorld; } const D3DXVECTOR3* GetWorldRight() const { return (D3DXVECTOR3*)&m_mCameraWorld._11; } const D3DXVECTOR3* GetWorldUp() const { return (D3DXVECTOR3*)&m_mCameraWorld._21; } const D3DXVECTOR3* GetWorldAhead() const { return (D3DXVECTOR3*)&m_mCameraWorld._31; } const D3DXVECTOR3* GetEyePt() const { return (D3DXVECTOR3*)&m_mCameraWorld._41; } protected: D3DXMATRIX m_mCameraWorld; // World matrix of the camera (inverse of the view matrix) int m_nActiveButtonMask; // Mask to determine which button to enable for rotation }; //-------------------------------------------------------------------------------------- // Simple model viewing camera class that rotates around the object. //-------------------------------------------------------------------------------------- class CModelViewerCamera : public CBaseCamera { public: CModelViewerCamera(); // Call these from client and use Get*Matrix() to read new matrices virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); virtual void FrameMove( FLOAT fElapsedTime ); // Functions to change behavior virtual void SetDragRect( RECT &rc ); void Reset(); void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ); void SetButtonMasks( int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, int nZoomButtonMask = MOUSE_WHEEL, int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON ) { m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask; m_nRotateCameraButtonMask = nRotateCameraButtonMask; } void SetAttachCameraToModel( bool bEnable = false ) { m_bAttachCameraToModel = bEnable; } void SetWindow( int nWidth, int nHeight, float fArcballRadius=0.9f ) { m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); } void SetRadius( float fDefaultRadius=5.0f, float fMinRadius=1.0f, float fMaxRadius=FLT_MAX ) { m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius; } void SetModelCenter( D3DXVECTOR3 vModelCenter ) { m_vModelCenter = vModelCenter; } void SetLimitPitch( bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; } void SetViewQuat( D3DXQUATERNION q ) { m_ViewArcBall.SetQuatNow( q ); m_bDragSinceLastUpdate = true; } void SetWorldQuat( D3DXQUATERNION q ) { m_WorldArcBall.SetQuatNow( q ); m_bDragSinceLastUpdate = true; } // Functions to get state D3DXMATRIX* GetWorldMatrix() { return &m_mWorld; } protected: CD3DArcBall m_WorldArcBall; CD3DArcBall m_ViewArcBall; D3DXVECTOR3 m_vModelCenter; D3DXMATRIX m_mModelLastRot; // Last arcball rotation matrix for model D3DXMATRIX m_mModelRot; // Rotation matrix of model D3DXMATRIX m_mWorld; // World matrix of model int m_nRotateModelButtonMask; int m_nZoomButtonMask; int m_nRotateCameraButtonMask; bool m_bAttachCameraToModel; bool m_bLimitPitch; float m_fRadius; // Distance from the camera to model float m_fDefaultRadius; // Distance from the camera to model float m_fMinRadius; // Min radius float m_fMaxRadius; // Max radius bool m_bDragSinceLastUpdate; // True if mouse drag has happened since last time FrameMove is called. D3DXMATRIX m_mCameraRotLast; }; //-------------------------------------------------------------------------------------- // Manages the intertion point when drawing text //-------------------------------------------------------------------------------------- class CDXUTTextHelper { public: CDXUTTextHelper( ID3DXFont* pFont, ID3DXSprite* pSprite, int nLineHeight ); void SetInsertionPos( int x, int y ) { m_pt.x = x; m_pt.y = y; } void SetForegroundColor( D3DXCOLOR clr ) { m_clr = clr; } void Begin(); HRESULT DrawFormattedTextLine( const WCHAR* strMsg, ... ); HRESULT DrawTextLine( const WCHAR* strMsg ); HRESULT DrawFormattedTextLine( RECT &rc, DWORD dwFlags, const WCHAR* strMsg, ... ); HRESULT DrawTextLine( RECT &rc, DWORD dwFlags, const WCHAR* strMsg ); void End(); protected: ID3DXFont* m_pFont; ID3DXSprite* m_pSprite; D3DXCOLOR m_clr; POINT m_pt; int m_nLineHeight; }; //-------------------------------------------------------------------------------------- // Manages a persistent list of lines and draws them using ID3DXLine //-------------------------------------------------------------------------------------- class CDXUTLineManager { public: CDXUTLineManager(); ~CDXUTLineManager(); HRESULT OnCreatedDevice( IDirect3DDevice9* pd3dDevice ); HRESULT OnResetDevice(); HRESULT OnRender(); HRESULT OnLostDevice(); HRESULT OnDeletedDevice(); HRESULT AddLine( int* pnLineID, D3DXVECTOR2* pVertexList, DWORD dwVertexListCount, D3DCOLOR Color, float fWidth, float fScaleRatio, bool bAntiAlias ); HRESULT AddRect( int* pnLineID, RECT rc, D3DCOLOR Color, float fWidth, float fScaleRatio, bool bAntiAlias ); HRESULT RemoveLine( int nLineID ); HRESULT RemoveAllLines(); protected: struct LINE_NODE { int nLineID; D3DCOLOR Color; float fWidth; bool bAntiAlias; float fScaleRatio; D3DXVECTOR2* pVertexList; DWORD dwVertexListCount; }; CGrowableArray m_LinesList; IDirect3DDevice9* m_pd3dDevice; ID3DXLine* m_pD3DXLine; }; //-------------------------------------------------------------------------------------- // Manages the mesh, direction, mouse events of a directional arrow that // rotates around a radius controlled by an arcball //-------------------------------------------------------------------------------------- class CDXUTDirectionWidget { public: CDXUTDirectionWidget(); static HRESULT StaticOnCreateDevice( IDirect3DDevice9* pd3dDevice ); HRESULT OnResetDevice( const D3DSURFACE_DESC* pBackBufferSurfaceDesc ); HRESULT OnRender( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, const D3DXVECTOR3* pEyePt ); LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); static void StaticOnLostDevice(); static void StaticOnDestroyDevice(); D3DXVECTOR3 GetLightDirection() { return m_vCurrentDir; }; void SetLightDirection( D3DXVECTOR3 vDir ) { m_vDefaultDir = m_vCurrentDir = vDir; }; void SetButtonMask( int nRotate = MOUSE_RIGHT_BUTTON ) { m_nRotateMask = nRotate; } float GetRadius() { return m_fRadius; }; void SetRadius( float fRadius ) { m_fRadius = fRadius; }; bool IsBeingDragged() { return m_ArcBall.IsBeingDragged(); }; protected: HRESULT UpdateLightDir(); static IDirect3DDevice9* s_pd3dDevice; static ID3DXEffect* s_pEffect; static ID3DXMesh* s_pMesh; float m_fRadius; int m_nRotateMask; CD3DArcBall m_ArcBall; D3DXVECTOR3 m_vDefaultDir; D3DXVECTOR3 m_vCurrentDir; D3DXMATRIX m_mView; D3DXMATRIXA16 m_mRot; D3DXMATRIXA16 m_mRotSnapshot; }; //-------------------------------------------------------------------------------------- // Tries to finds a media file by searching in common locations //-------------------------------------------------------------------------------------- HRESULT DXUTFindDXSDKMediaFileCch( WCHAR* strDestPath, int cchDest, LPCWSTR strFilename ); HRESULT DXUTSetMediaSearchPath( LPCWSTR strPath ); LPCWSTR DXUTGetMediaSearchPath(); //-------------------------------------------------------------------------------------- // Returns the string for the given D3DFORMAT. // bWithPrefix determines whether the string should include the "D3DFMT_" //-------------------------------------------------------------------------------------- LPCWSTR DXUTD3DFormatToString( D3DFORMAT format, bool bWithPrefix ); //-------------------------------------------------------------------------------------- // Builds and sets a cursor for the D3D device based on hCursor. //-------------------------------------------------------------------------------------- HRESULT DXUTSetDeviceCursor( IDirect3DDevice9* pd3dDevice, HCURSOR hCursor, bool bAddWatermark ); //-------------------------------------------------------------------------------------- // Returns a view matrix for rendering to a face of a cubemap. //-------------------------------------------------------------------------------------- D3DXMATRIX DXUTGetCubeMapViewMatrix( DWORD dwFace ); //-------------------------------------------------------------------------------------- // Debug printing support // See dxerr9.h for more debug printing support //-------------------------------------------------------------------------------------- void DXUTOutputDebugStringW( LPCWSTR strMsg, ... ); void DXUTOutputDebugStringA( LPCSTR strMsg, ... ); HRESULT WINAPI DXUTTrace( const CHAR* strFile, DWORD dwLine, HRESULT hr, const WCHAR* strMsg, bool bPopMsgBox ); #ifdef UNICODE #define DXUTOutputDebugString DXUTOutputDebugStringW #else #define DXUTOutputDebugString DXUTOutputDebugStringA #endif // These macros are very similar to dxerr9's but it special cases the HRESULT defined // by the sample framework pop better message boxes. #if defined(DEBUG) | defined(_DEBUG) #define DXUT_ERR(str,hr) DXUTTrace( __FILE__, (DWORD)__LINE__, hr, str, false ) #define DXUT_ERR_MSGBOX(str,hr) DXUTTrace( __FILE__, (DWORD)__LINE__, hr, str, true ) #define DXUTTRACE DXUTOutputDebugString #else #define DXUT_ERR(str,hr) (hr) #define DXUT_ERR_MSGBOX(str,hr) (hr) #define DXUTTRACE (__noop) #endif //-------------------------------------------------------------------------------------- // Direct3D9 dynamic linking support -- calls top-level D3D9 APIs with graceful // failure if APIs are not present. //-------------------------------------------------------------------------------------- IDirect3D9 * WINAPI DXUT_Dynamic_Direct3DCreate9(UINT SDKVersion); int WINAPI DXUT_Dynamic_D3DPERF_BeginEvent( D3DCOLOR col, LPCWSTR wszName ); int WINAPI DXUT_Dynamic_D3DPERF_EndEvent( void ); void WINAPI DXUT_Dynamic_D3DPERF_SetMarker( D3DCOLOR col, LPCWSTR wszName ); void WINAPI DXUT_Dynamic_D3DPERF_SetRegion( D3DCOLOR col, LPCWSTR wszName ); BOOL WINAPI DXUT_Dynamic_D3DPERF_QueryRepeatFrame( void ); void WINAPI DXUT_Dynamic_D3DPERF_SetOptions( DWORD dwOptions ); DWORD WINAPI DXUT_Dynamic_D3DPERF_GetStatus( void ); //-------------------------------------------------------------------------------------- // Profiling/instrumentation support //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Some D3DPERF APIs take a color that can be used when displaying user events in // performance analysis tools. The following constants are provided for your // convenience, but you can use any colors you like. //-------------------------------------------------------------------------------------- const D3DCOLOR DXUT_PERFEVENTCOLOR = D3DCOLOR_XRGB(200,100,100); const D3DCOLOR DXUT_PERFEVENTCOLOR2 = D3DCOLOR_XRGB(100,200,100); const D3DCOLOR DXUT_PERFEVENTCOLOR3 = D3DCOLOR_XRGB(100,100,200); //-------------------------------------------------------------------------------------- // The following macros provide a convenient way for your code to call the D3DPERF // functions only when PROFILE is defined. If PROFILE is not defined (as for the final // release version of a program), these macros evaluate to nothing, so no detailed event // information is embedded in your shipping program. It is recommended that you create // and use three build configurations for your projects: // Debug (nonoptimized code, asserts active, PROFILE defined to assist debugging) // Profile (optimized code, asserts disabled, PROFILE defined to assist optimization) // Release (optimized code, asserts disabled, PROFILE not defined) //-------------------------------------------------------------------------------------- #ifdef PROFILE // PROFILE is defined, so these macros call the D3DPERF functions #define DXUT_BeginPerfEvent( color, pstrMessage ) DXUT_Dynamic_D3DPERF_BeginEvent( color, pstrMessage ) #define DXUT_EndPerfEvent() DXUT_Dynamic_D3DPERF_EndEvent() #define DXUT_SetPerfMarker( color, pstrMessage ) DXUT_Dynamic_D3DPERF_SetMarker( color, pstrMessage ) #else // PROFILE is not defined, so these macros do nothing #define DXUT_BeginPerfEvent( color, pstrMessage ) (__noop) #define DXUT_EndPerfEvent() (__noop) #define DXUT_SetPerfMarker( color, pstrMessage ) (__noop) #endif //-------------------------------------------------------------------------------------- // CDXUTPerfEventGenerator is a helper class that makes it easy to attach begin and end // events to a block of code. Simply define a CDXUTPerfEventGenerator variable anywhere // in a block of code, and the class's constructor will call DXUT_BeginPerfEvent when // the block of code begins, and the class's destructor will call DXUT_EndPerfEvent when // the block ends. //-------------------------------------------------------------------------------------- class CDXUTPerfEventGenerator { public: CDXUTPerfEventGenerator( D3DCOLOR color, LPCWSTR pstrMessage ) { DXUT_BeginPerfEvent( color, pstrMessage ); } ~CDXUTPerfEventGenerator( void ) { DXUT_EndPerfEvent(); } }; //-------------------------------------------------------------------------------------- // Implementation of CGrowableArray //-------------------------------------------------------------------------------------- // This version doesn't call ctor or dtor. template< typename TYPE > HRESULT CGrowableArray::SetSizeInternal( int nNewMaxSize ) { if( nNewMaxSize < 0 ) { assert( false ); return E_INVALIDARG; } if( nNewMaxSize == 0 ) { // Shrink to 0 size & cleanup if( m_pData ) { free( m_pData ); m_pData = NULL; } m_nMaxSize = 0; m_nSize = 0; } else if( m_pData == NULL || nNewMaxSize > m_nMaxSize ) { // Grow array int nGrowBy = ( m_nMaxSize == 0 ) ? 16 : m_nMaxSize; nNewMaxSize = max( nNewMaxSize, m_nMaxSize + nGrowBy ); TYPE* pDataNew = (TYPE*) realloc( m_pData, nNewMaxSize * sizeof(TYPE) ); if( pDataNew == NULL ) return E_OUTOFMEMORY; m_pData = pDataNew; m_nMaxSize = nNewMaxSize; } return S_OK; } //-------------------------------------------------------------------------------------- template< typename TYPE > HRESULT CGrowableArray::SetSize( int nNewMaxSize ) { int nOldSize = m_nSize; if( nOldSize > nNewMaxSize ) { // Removing elements. Call dtor. for( int i = nNewMaxSize; i < nOldSize; ++i ) m_pData[i].~TYPE(); } // Adjust buffer. Note that there's no need to check for error // since if it happens, nOldSize == nNewMaxSize will be true.) HRESULT hr = SetSizeInternal( nNewMaxSize ); if( nOldSize < nNewMaxSize ) { // Adding elements. Call ctor. for( int i = nOldSize; i < nNewMaxSize; ++i ) ::new (&m_pData[i]) TYPE; } return hr; } //-------------------------------------------------------------------------------------- template< typename TYPE > HRESULT CGrowableArray::Add( const TYPE& value ) { HRESULT hr; if( FAILED( hr = SetSizeInternal( m_nSize + 1 ) ) ) return hr; // Construct the new element ::new (&m_pData[m_nSize]) TYPE; // Assign m_pData[m_nSize] = value; ++m_nSize; return S_OK; } //-------------------------------------------------------------------------------------- template< typename TYPE > HRESULT CGrowableArray::Insert( int nIndex, const TYPE& value ) { HRESULT hr; // Validate index if( nIndex < 0 || nIndex > m_nSize ) { assert( false ); return E_INVALIDARG; } // Prepare the buffer if( FAILED( hr = SetSizeInternal( m_nSize + 1 ) ) ) return hr; // Shift the array MoveMemory( &m_pData[nIndex+1], &m_pData[nIndex], sizeof(TYPE) * (m_nSize - nIndex) ); // Construct the new element ::new (&m_pData[nIndex]) TYPE; // Set the value and increase the size m_pData[nIndex] = value; ++m_nSize; return S_OK; } //-------------------------------------------------------------------------------------- template< typename TYPE > HRESULT CGrowableArray::SetAt( int nIndex, const TYPE& value ) { // Validate arguments if( nIndex < 0 || nIndex >= m_nSize ) { assert( false ); return E_INVALIDARG; } m_pData[nIndex] = value; return S_OK; } //-------------------------------------------------------------------------------------- // Searches for the specified value and returns the index of the first occurrence // within the section of the data array that extends from iStart and contains the // specified number of elements. Returns -1 if value is not found within the given // section. //-------------------------------------------------------------------------------------- template< typename TYPE > int CGrowableArray::IndexOf( const TYPE& value, int iStart, int nNumElements ) { // Validate arguments if( iStart < 0 || iStart >= m_nSize || nNumElements < 0 || iStart + nNumElements > m_nSize ) { assert( false ); return -1; } // Search for( int i = iStart; i < (iStart + nNumElements); i++ ) { if( value == m_pData[i] ) return i; } // Not found return -1; } //-------------------------------------------------------------------------------------- // Searches for the specified value and returns the index of the last occurrence // within the section of the data array that contains the specified number of elements // and ends at iEnd. Returns -1 if value is not found within the given section. //-------------------------------------------------------------------------------------- template< typename TYPE > int CGrowableArray::LastIndexOf( const TYPE& value, int iEnd, int nNumElements ) { // Validate arguments if( iEnd < 0 || iEnd >= m_nSize || nNumElements < 0 || iEnd - nNumElements < 0 ) { assert( false ); return -1; } // Search for( int i = iEnd; i > (iEnd - nNumElements); i-- ) { if( value == m_pData[i] ) return i; } // Not found return -1; } //-------------------------------------------------------------------------------------- template< typename TYPE > HRESULT CGrowableArray::Remove( int nIndex ) { if( nIndex < 0 || nIndex >= m_nSize ) { assert( false ); return E_INVALIDARG; } // Destruct the element to be removed m_pData[nIndex].~TYPE(); // Compact the array and decrease the size MoveMemory( &m_pData[nIndex], &m_pData[nIndex+1], sizeof(TYPE) * (m_nSize - (nIndex+1)) ); --m_nSize; return S_OK; } #endif