[657] | 1 | //-----------------------------------------------------------------------
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| 2 | // File: D3DUtil.cpp
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| 3 | //
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| 4 | // Desc: Shortcut macros and functions for using DX objects
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| 5 | //
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| 6 | //
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| 7 | // Copyright (c) 1997-1998 Microsoft Corporation. All rights reserved
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| 8 | //-----------------------------------------------------------------------
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| 9 |
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| 10 | #define D3D_OVERLOADS
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| 11 | #define STRICT
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| 12 | #include "D3DUtil.h"
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| 13 |
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| 14 |
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| 15 |
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| 16 | //-----------------------------------------------------------------------
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| 17 | // Name: D3DUtil_InitDeviceDesc()
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| 18 | // Desc: Helper function called to initialize a D3DDEVICEDESC7 structure,
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| 19 | //-----------------------------------------------------------------------
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| 20 | VOID D3DUtil_InitDeviceDesc( D3DDEVICEDESC7& ddDevDesc )
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| 21 | {
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| 22 | ZeroMemory( &ddDevDesc, sizeof(D3DDEVICEDESC7) );
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| 23 | ddDevDesc.dpcLineCaps.dwSize = sizeof(D3DPRIMCAPS);
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| 24 | ddDevDesc.dpcTriCaps.dwSize = sizeof(D3DPRIMCAPS);
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| 25 | }
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| 26 |
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| 27 |
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| 28 |
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| 29 |
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| 30 | //-----------------------------------------------------------------------
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| 31 | // Name: D3DUtil_InitSurfaceDesc()
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| 32 | // Desc: Helper function called to build a DDSURFACEDESC2 structure,
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| 33 | // typically before calling CreateSurface() or GetSurfaceDesc()
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| 34 | //-----------------------------------------------------------------------
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| 35 | VOID D3DUtil_InitSurfaceDesc( DDSURFACEDESC2& ddsd, DWORD dwFlags,
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| 36 | DWORD dwCaps )
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| 37 | {
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| 38 | ZeroMemory( &ddsd, sizeof(DDSURFACEDESC2) );
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| 39 | ddsd.dwSize = sizeof(DDSURFACEDESC2);
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| 40 | ddsd.dwFlags = dwFlags;
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| 41 | ddsd.ddsCaps.dwCaps = dwCaps;
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| 42 | ddsd.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT);
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| 43 | }
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| 44 |
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| 45 |
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| 46 |
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| 47 |
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| 48 | //-----------------------------------------------------------------------
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| 49 | // Name: D3DUtil_InitViewport()
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| 50 | // Desc: Helper function called to build a D3DVIEWPORT3 structure
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| 51 | //-----------------------------------------------------------------------
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| 52 | VOID D3DUtil_InitViewport( D3DVIEWPORT2& vp, DWORD dwWidth, DWORD dwHeight )
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| 53 | {
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| 54 | ZeroMemory( &vp, sizeof(D3DVIEWPORT2) );
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| 55 | vp.dwSize = sizeof(D3DVIEWPORT2);
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| 56 | vp.dwWidth = dwWidth;
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| 57 | vp.dwHeight = dwHeight;
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| 58 | vp.dvMaxZ = 1.0f;
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| 59 |
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| 60 | vp.dvClipX = -1.0f;
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| 61 | vp.dvClipWidth = 2.0f;
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| 62 | vp.dvClipY = 1.0f;
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| 63 | vp.dvClipHeight = 2.0f;
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| 64 | }
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| 65 |
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| 66 |
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| 67 |
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| 68 |
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| 69 | //-----------------------------------------------------------------------
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| 70 | // Name: D3DUtil_InitMaterial()
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| 71 | // Desc: Helper function called to build a D3DMATERIAL structure
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| 72 | //-----------------------------------------------------------------------
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| 73 | VOID D3DUtil_InitMaterial( D3DMATERIAL& mtrl, FLOAT r, FLOAT g, FLOAT b )
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| 74 | {
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| 75 | ZeroMemory( &mtrl, sizeof(D3DMATERIAL) );
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| 76 | mtrl.dwSize = sizeof(D3DMATERIAL);
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| 77 | mtrl.dcvDiffuse.r = mtrl.dcvAmbient.r = r;
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| 78 | mtrl.dcvDiffuse.g = mtrl.dcvAmbient.g = g;
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| 79 | mtrl.dcvDiffuse.b = mtrl.dcvAmbient.b = b;
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| 80 | mtrl.dwRampSize = 16L; // A default ramp size
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| 81 | }
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| 82 |
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| 83 |
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| 84 |
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| 85 |
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| 86 | //-----------------------------------------------------------------------
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| 87 | // Name: D3DUtil_InitLight()
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| 88 | // Desc: Initializes a D3DLIGHT structure
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| 89 | //-----------------------------------------------------------------------
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| 90 | VOID D3DUtil_InitLight( D3DLIGHT& light, D3DLIGHTTYPE ltType,
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| 91 | FLOAT x, FLOAT y, FLOAT z )
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| 92 | {
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| 93 | ZeroMemory( &light, sizeof(D3DLIGHT) );
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| 94 | light.dwSize = sizeof(D3DLIGHT);
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| 95 | light.dltType = ltType;
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| 96 | light.dcvColor.r = 1.0f;
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| 97 | light.dcvColor.g = 1.0f;
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| 98 | light.dcvColor.b = 1.0f;
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| 99 | light.dvPosition.x = light.dvDirection.x = x;
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| 100 | light.dvPosition.y = light.dvDirection.y = y;
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| 101 | light.dvPosition.z = light.dvDirection.z = z;
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| 102 | }
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| 103 |
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| 104 |
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| 105 |
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| 106 |
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| 107 | //-----------------------------------------------------------------------
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| 108 | // Name: D3DUtil_GetDirectDrawFromDevice()
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| 109 | // Desc: Get the DDraw interface from a D3DDevice.
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| 110 | //-----------------------------------------------------------------------
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| 111 | LPDIRECTDRAW7 D3DUtil_GetDirectDrawFromDevice( LPDIRECT3DDEVICE7 pd3dDevice )
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| 112 | {
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| 113 | LPDIRECTDRAW7 pDD = NULL;
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| 114 | LPDIRECTDRAWSURFACE7 pddsRender;
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| 115 |
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| 116 | if( pd3dDevice )
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| 117 | {
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| 118 | // Get the current render target
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| 119 | if( SUCCEEDED( pd3dDevice->GetRenderTarget( &pddsRender ) ) )
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| 120 | {
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| 121 | // Get the DDraw4 interface from the render target
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| 122 | pddsRender->GetDDInterface( (VOID**)&pDD );
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| 123 | pddsRender->Release();
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| 124 | }
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| 125 | }
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| 126 | return pDD;
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| 127 | }
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| 128 |
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| 129 |
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| 130 |
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| 131 | /* No longer work in Dx7
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| 132 | //-----------------------------------------------------------------------
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| 133 | // Name: D3DUtil_GetDeviceMemoryType()
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| 134 | // Desc: Retreives the default memory type used for the device.
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| 135 | //-----------------------------------------------------------------------
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| 136 | DWORD D3DUtil_GetDeviceMemoryType( LPDIRECT3DDEVICE7 pd3dDevice )
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| 137 | {
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| 138 | D3DDEVICEDESC7 ddHwDesc;
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| 139 | if( FAILED( pd3dDevice->GetCaps( &ddHwDesc ) ) )
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| 140 | return 0L;
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| 141 |
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| 142 | if( ddHwDesc.dwFlags )
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| 143 | return DDSCAPS_VIDEOMEMORY;
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| 144 |
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| 145 | return DDSCAPS_SYSTEMMEMORY;
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| 146 | }
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| 147 | */
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| 148 |
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| 149 |
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| 150 |
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| 151 | //-----------------------------------------------------------------------
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| 152 | // Name: D3DUtil_SetViewMatrix()
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| 153 | // Desc: Given an eye point, a lookat point, and an up vector, this
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| 154 | // function builds a 4x4 view matrix.
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| 155 | //-----------------------------------------------------------------------
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| 156 | HRESULT D3DUtil_SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom,
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| 157 | D3DVECTOR& vAt, D3DVECTOR& vWorldUp )
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| 158 | {
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| 159 | // Get the z basis vector, which points straight ahead. This is the
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| 160 | // difference from the eyepoint to the lookat point.
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| 161 | D3DVECTOR vView = vAt - vFrom;
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| 162 |
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| 163 | FLOAT fLength = Magnitude( vView );
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| 164 | if( fLength < 1e-6f )
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| 165 | return E_INVALIDARG;
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| 166 |
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| 167 | // Normalize the z basis vector
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| 168 | vView /= fLength;
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| 169 |
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| 170 | // Get the dot product, and calculate the projection of the z basis
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| 171 | // vector onto the up vector. The projection is the y basis vector.
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| 172 | FLOAT fDotProduct = DotProduct( vWorldUp, vView );
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| 173 |
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| 174 | D3DVECTOR vUp = vWorldUp - fDotProduct * vView;
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| 175 |
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| 176 | // If this vector has near-zero length because the input specified a
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| 177 | // bogus up vector, let's try a default up vector
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| 178 | if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
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| 179 | {
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| 180 | vUp = D3DVECTOR( 0.0f, 1.0f, 0.0f ) - vView.y * vView;
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| 181 |
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| 182 | // If we still have near-zero length, resort to a different axis.
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| 183 | if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
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| 184 | {
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| 185 | vUp = D3DVECTOR( 0.0f, 0.0f, 1.0f ) - vView.z * vView;
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| 186 |
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| 187 | if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
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| 188 | return E_INVALIDARG;
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| 189 | }
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| 190 | }
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| 191 |
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| 192 | // Normalize the y basis vector
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| 193 | vUp /= fLength;
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| 194 |
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| 195 | // The x basis vector is found simply with the cross product of the y
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| 196 | // and z basis vectors
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| 197 | D3DVECTOR vRight = CrossProduct( vUp, vView );
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| 198 |
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| 199 | // Start building the matrix. The first three rows contains the basis
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| 200 | // vectors used to rotate the view to point at the lookat point
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| 201 | D3DUtil_SetIdentityMatrix( mat );
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| 202 | mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x;
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| 203 | mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y;
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| 204 | mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z;
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| 205 |
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| 206 | // Do the translation values (rotations are still about the eyepoint)
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| 207 | mat._41 = - DotProduct( vFrom, vRight );
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| 208 | mat._42 = - DotProduct( vFrom, vUp );
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| 209 | mat._43 = - DotProduct( vFrom, vView );
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| 210 |
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| 211 | return S_OK;
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| 212 | }
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| 213 |
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| 214 |
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| 215 |
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| 216 |
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| 217 | //-----------------------------------------------------------------------
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| 218 | // Name: D3DUtil_SetProjectionMatrix()
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| 219 | // Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
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| 220 | // from the field-of-view (fov, in y), aspect ratio, near plane (D),
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| 221 | // and far plane (F). Note that the projection matrix is normalized for
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| 222 | // element [3][4] to be 1.0. This is performed so that W-based range fog
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| 223 | // will work correctly.
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| 224 | //-----------------------------------------------------------------------
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| 225 | HRESULT D3DUtil_SetProjectionMatrix( D3DMATRIX& mat, FLOAT fFOV, FLOAT fAspect,
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| 226 | FLOAT fNearPlane, FLOAT fFarPlane )
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| 227 | {
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| 228 | if( fabs(fFarPlane-fNearPlane) < 0.01f )
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| 229 | return E_INVALIDARG;
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| 230 | if( fabs(sin(fFOV/2)) < 0.01f )
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| 231 | return E_INVALIDARG;
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| 232 |
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| 233 | FLOAT w = fAspect * (FLOAT)( cos(fFOV/2)/sin(fFOV/2) );
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| 234 | FLOAT h = 1.0f * (FLOAT)( cos(fFOV/2)/sin(fFOV/2) );
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| 235 | FLOAT Q = fFarPlane / ( fFarPlane - fNearPlane );
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| 236 |
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| 237 | ZeroMemory( &mat, sizeof(D3DMATRIX) );
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| 238 | mat._11 = w;
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| 239 | mat._22 = h;
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| 240 | mat._33 = Q;
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| 241 | mat._34 = 1.0f;
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| 242 | mat._43 = -Q*fNearPlane;
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| 243 |
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| 244 | return S_OK;
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| 245 | }
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| 246 |
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| 247 |
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| 248 |
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| 249 |
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| 250 | //-----------------------------------------------------------------------
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| 251 | // Name: D3DUtil_SetRotateXMatrix()
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| 252 | // Desc: Create Rotation matrix about X axis
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| 253 | //-----------------------------------------------------------------------
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| 254 | VOID D3DUtil_SetRotateXMatrix( D3DMATRIX& mat, FLOAT fRads )
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| 255 | {
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| 256 | D3DUtil_SetIdentityMatrix( mat );
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| 257 | mat._22 = (FLOAT)cos( fRads );
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| 258 | mat._23 = (FLOAT)sin( fRads );
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| 259 | mat._32 = -(FLOAT)sin( fRads );
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| 260 | mat._33 = (FLOAT)cos( fRads );
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| 261 | }
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| 262 |
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| 263 |
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| 264 |
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| 265 |
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| 266 | //-----------------------------------------------------------------------
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| 267 | // Name: D3DUtil_SetRotateYMatrix()
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| 268 | // Desc: Create Rotation matrix about Y axis
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| 269 | //-----------------------------------------------------------------------
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| 270 | VOID D3DUtil_SetRotateYMatrix( D3DMATRIX& mat, FLOAT fRads )
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| 271 | {
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| 272 | D3DUtil_SetIdentityMatrix( mat );
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| 273 | mat._11 = (FLOAT)cos( fRads );
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| 274 | mat._13 = -(FLOAT)sin( fRads );
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| 275 | mat._31 = (FLOAT)sin( fRads );
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| 276 | mat._33 = (FLOAT)cos( fRads );
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| 277 | }
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| 278 |
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| 279 |
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| 280 |
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| 281 |
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| 282 | //-----------------------------------------------------------------------
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| 283 | // Name: D3DUtil_SetRotateZMatrix()
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| 284 | // Desc: Create Rotation matrix about Z axis
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| 285 | //-----------------------------------------------------------------------
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| 286 | VOID D3DUtil_SetRotateZMatrix( D3DMATRIX& mat, FLOAT fRads )
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| 287 | {
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| 288 | D3DUtil_SetIdentityMatrix( mat );
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| 289 | mat._11 = (FLOAT)cos( fRads );
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| 290 | mat._12 = (FLOAT)sin( fRads );
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| 291 | mat._21 = -(FLOAT)sin( fRads );
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| 292 | mat._22 = (FLOAT)cos( fRads );
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| 293 | }
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| 294 |
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| 295 |
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| 296 |
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| 297 |
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| 298 | //-----------------------------------------------------------------------
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| 299 | // Name: D3DUtil_SetRotationMatrix
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| 300 | // Desc: Create a Rotation matrix about vector direction
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| 301 | //-----------------------------------------------------------------------
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| 302 | VOID D3DUtil_SetRotationMatrix( D3DMATRIX& mat, D3DVECTOR& vDir, FLOAT fRads )
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| 303 | {
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| 304 | FLOAT fCos = (FLOAT)cos( fRads );
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| 305 | FLOAT fSin = (FLOAT)sin( fRads );
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| 306 | D3DVECTOR v = Normalize( vDir );
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| 307 |
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| 308 | mat._11 = ( v.x * v.x ) * ( 1.0f - fCos ) + fCos;
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| 309 | mat._12 = ( v.x * v.y ) * ( 1.0f - fCos ) - (v.z * fSin);
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| 310 | mat._13 = ( v.x * v.z ) * ( 1.0f - fCos ) + (v.y * fSin);
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| 311 |
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| 312 | mat._21 = ( v.y * v.x ) * ( 1.0f - fCos ) + (v.z * fSin);
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| 313 | mat._22 = ( v.y * v.y ) * ( 1.0f - fCos ) + fCos ;
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| 314 | mat._23 = ( v.y * v.z ) * ( 1.0f - fCos ) - (v.x * fSin);
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| 315 |
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| 316 | mat._31 = ( v.z * v.x ) * ( 1.0f - fCos ) - (v.y * fSin);
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| 317 | mat._32 = ( v.z * v.y ) * ( 1.0f - fCos ) + (v.x * fSin);
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| 318 | mat._33 = ( v.z * v.z ) * ( 1.0f - fCos ) + fCos;
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| 319 |
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| 320 | mat._14 = mat._24 = mat._34 = 0.0f;
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| 321 | mat._41 = mat._42 = mat._43 = 0.0f;
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| 322 | mat._44 = 1.0f;
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| 323 | }
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| 324 |
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| 325 |
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| 326 |
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| 327 |
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| 328 | //-----------------------------------------------------------------------
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| 329 | // Name: D3DUtil_GetDisplayDepth()
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| 330 | // Desc: Returns the depth of the current display mode.
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| 331 | //-----------------------------------------------------------------------
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| 332 | DWORD D3DUtil_GetDisplayDepth( LPDIRECTDRAW7 pDD4 )
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| 333 | {
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| 334 | // If the caller did not supply a DDraw object, just create a temp one.
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| 335 | if( NULL == pDD4 )
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| 336 | {
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| 337 | LPDIRECTDRAW pDD1;
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| 338 | if( FAILED( DirectDrawCreate( NULL, &pDD1, NULL ) ) )
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| 339 | return 0L;
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| 340 |
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| 341 | HRESULT hr = pDD1->QueryInterface( IID_IDirectDraw7, (VOID**)&pDD4 );
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| 342 | pDD1->Release();
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| 343 | if( FAILED(hr) )
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| 344 | return 0L;
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| 345 | }
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| 346 | else
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| 347 | pDD4->AddRef();
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| 348 |
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| 349 | // Get the display mode description
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| 350 | DDSURFACEDESC2 ddsd;
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| 351 | ZeroMemory( &ddsd, sizeof(DDSURFACEDESC2) );
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| 352 | ddsd.dwSize = sizeof(DDSURFACEDESC2);
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| 353 | pDD4->GetDisplayMode( &ddsd );
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| 354 | pDD4->Release();
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| 355 |
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| 356 | // Return the display mode's depth
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| 357 | return ddsd.ddpfPixelFormat.dwRGBBitCount;
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| 358 | }
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| 359 |
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| 360 |
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| 361 |
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| 362 |
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| 363 | //-----------------------------------------------------------------------
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| 364 | // Name: _DbgOut()
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| 365 | // Desc: Outputs a message to the debug stream
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| 366 | //-----------------------------------------------------------------------
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| 367 | HRESULT _DbgOut( TCHAR* strFile, DWORD dwLine, HRESULT hr, TCHAR* strMsg )
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| 368 | {
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| 369 | TCHAR buffer[256];
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| 370 | sprintf( buffer, "%s(%ld): ", strFile, dwLine );
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| 371 | OutputDebugString( buffer );
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| 372 | OutputDebugString( strMsg );
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| 373 |
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| 374 | if( hr )
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| 375 | {
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| 376 | sprintf( buffer, "(hr=%08lx)\n", hr );
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| 377 | OutputDebugString( buffer );
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| 378 | }
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| 379 |
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| 380 | OutputDebugString( "\n" );
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| 381 |
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| 382 | return hr;
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| 383 | }
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| 384 |
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