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DXUTcamera.cpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\DarkPuzzle\DXUT\Optional\DXUTcamera.cpp
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//-------------------------------------------------------------------------------------- // File: DXUTcamera.cpp // // Copyright (c) Microsoft Corporation. All rights reserved //-------------------------------------------------------------------------------------- #include "DXUT.h" #include "DXUTcamera.h" #include "DXUTres.h" #undef min // use __min instead #undef max // use __max instead //-------------------------------------------------------------------------------------- CD3DArcBall::CD3DArcBall() { Reset(); m_vDownPt = D3DXVECTOR3(0,0,0); m_vCurrentPt = D3DXVECTOR3(0,0,0); m_Offset.x = m_Offset.y = 0; RECT rc; GetClientRect( GetForegroundWindow(), &rc ); SetWindow( rc.right, rc.bottom ); } //-------------------------------------------------------------------------------------- void CD3DArcBall::Reset() { D3DXQuaternionIdentity( &m_qDown ); D3DXQuaternionIdentity( &m_qNow ); D3DXMatrixIdentity( &m_mRotation ); D3DXMatrixIdentity( &m_mTranslation ); D3DXMatrixIdentity( &m_mTranslationDelta ); m_bDrag = FALSE; m_fRadiusTranslation = 1.0f; m_fRadius = 1.0f; } //-------------------------------------------------------------------------------------- D3DXVECTOR3 CD3DArcBall::ScreenToVector( float fScreenPtX, float fScreenPtY ) { // Scale to screen FLOAT x = -(fScreenPtX - m_Offset.x - m_nWidth/2) / (m_fRadius*m_nWidth/2); FLOAT y = (fScreenPtY - m_Offset.y - m_nHeight/2) / (m_fRadius*m_nHeight/2); FLOAT z = 0.0f; FLOAT mag = x*x + y*y; if( mag > 1.0f ) { FLOAT scale = 1.0f/sqrtf(mag); x *= scale; y *= scale; } else z = sqrtf( 1.0f - mag ); // Return vector return D3DXVECTOR3( x, y, z ); } //-------------------------------------------------------------------------------------- D3DXQUATERNION CD3DArcBall::QuatFromBallPoints(const D3DXVECTOR3 &vFrom, const D3DXVECTOR3 &vTo) { D3DXVECTOR3 vPart; float fDot = D3DXVec3Dot(&vFrom, &vTo); D3DXVec3Cross(&vPart, &vFrom, &vTo); return D3DXQUATERNION(vPart.x, vPart.y, vPart.z, fDot); } //-------------------------------------------------------------------------------------- void CD3DArcBall::OnBegin( int nX, int nY ) { // Only enter the drag state if the click falls // inside the click rectangle. if( nX >= m_Offset.x && nX < m_Offset.x + m_nWidth && nY >= m_Offset.y && nY < m_Offset.y + m_nHeight ) { m_bDrag = true; m_qDown = m_qNow; m_vDownPt = ScreenToVector( (float)nX, (float)nY ); } } //-------------------------------------------------------------------------------------- void CD3DArcBall::OnMove( int nX, int nY ) { if (m_bDrag) { m_vCurrentPt = ScreenToVector( (float)nX, (float)nY ); m_qNow = m_qDown * QuatFromBallPoints( m_vDownPt, m_vCurrentPt ); } } //-------------------------------------------------------------------------------------- void CD3DArcBall::OnEnd() { m_bDrag = false; } //-------------------------------------------------------------------------------------- // Desc: //-------------------------------------------------------------------------------------- LRESULT CD3DArcBall::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { // Current mouse position int iMouseX = (short)LOWORD(lParam); int iMouseY = (short)HIWORD(lParam); switch( uMsg ) { case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: SetCapture( hWnd ); OnBegin( iMouseX, iMouseY ); return TRUE; case WM_LBUTTONUP: ReleaseCapture(); OnEnd(); return TRUE; case WM_CAPTURECHANGED: if( (HWND)lParam != hWnd ) { ReleaseCapture(); OnEnd(); } return TRUE; case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: SetCapture( hWnd ); // Store off the position of the cursor when the button is pressed m_ptLastMouse.x = iMouseX; m_ptLastMouse.y = iMouseY; return TRUE; case WM_RBUTTONUP: case WM_MBUTTONUP: ReleaseCapture(); return TRUE; case WM_MOUSEMOVE: if( MK_LBUTTON&wParam ) { OnMove( iMouseX, iMouseY ); } else if( (MK_RBUTTON&wParam) || (MK_MBUTTON&wParam) ) { // Normalize based on size of window and bounding sphere radius FLOAT fDeltaX = ( m_ptLastMouse.x-iMouseX ) * m_fRadiusTranslation / m_nWidth; FLOAT fDeltaY = ( m_ptLastMouse.y-iMouseY ) * m_fRadiusTranslation / m_nHeight; if( wParam & MK_RBUTTON ) { D3DXMatrixTranslation( &m_mTranslationDelta, -2*fDeltaX, 2*fDeltaY, 0.0f ); D3DXMatrixMultiply( &m_mTranslation, &m_mTranslation, &m_mTranslationDelta ); } else // wParam & MK_MBUTTON { D3DXMatrixTranslation( &m_mTranslationDelta, 0.0f, 0.0f, 5*fDeltaY ); D3DXMatrixMultiply( &m_mTranslation, &m_mTranslation, &m_mTranslationDelta ); } // Store mouse coordinate m_ptLastMouse.x = iMouseX; m_ptLastMouse.y = iMouseY; } return TRUE; } return FALSE; } //-------------------------------------------------------------------------------------- // Constructor //-------------------------------------------------------------------------------------- CBaseCamera::CBaseCamera() { m_cKeysDown = 0; ZeroMemory( m_aKeys, sizeof(BYTE)*CAM_MAX_KEYS ); ZeroMemory( m_GamePad, sizeof(DXUT_GAMEPAD)*DXUT_MAX_CONTROLLERS ); // Set attributes for the view matrix D3DXVECTOR3 vEyePt = D3DXVECTOR3(0.0f,0.0f,0.0f); D3DXVECTOR3 vLookatPt = D3DXVECTOR3(0.0f,0.0f,1.0f); // Setup the view matrix SetViewParams( &vEyePt, &vLookatPt ); // Setup the projection matrix SetProjParams( D3DX_PI/4, 1.0f, 1.0f, 1000.0f ); GetCursorPos( &m_ptLastMousePosition ); m_bMouseLButtonDown = false; m_bMouseMButtonDown = false; m_bMouseRButtonDown = false; m_nCurrentButtonMask = 0; m_nMouseWheelDelta = 0; m_fCameraYawAngle = 0.0f; m_fCameraPitchAngle = 0.0f; SetRect( &m_rcDrag, LONG_MIN, LONG_MIN, LONG_MAX, LONG_MAX ); m_vVelocity = D3DXVECTOR3(0,0,0); m_bMovementDrag = false; m_vVelocityDrag = D3DXVECTOR3(0,0,0); m_fDragTimer = 0.0f; m_fTotalDragTimeToZero = 0.25; m_vRotVelocity = D3DXVECTOR2(0,0); m_fRotationScaler = 0.01f; m_fMoveScaler = 5.0f; m_bInvertPitch = false; m_bEnableYAxisMovement = true; m_bEnablePositionMovement = true; m_vMouseDelta = D3DXVECTOR2(0,0); m_fFramesToSmoothMouseData = 2.0f; m_bClipToBoundary = false; m_vMinBoundary = D3DXVECTOR3(-1,-1,-1); m_vMaxBoundary = D3DXVECTOR3(1,1,1); m_bResetCursorAfterMove = false; } //-------------------------------------------------------------------------------------- // Client can call this to change the position and direction of camera //-------------------------------------------------------------------------------------- VOID CBaseCamera::SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ) { if( NULL == pvEyePt || NULL == pvLookatPt ) return; m_vDefaultEye = m_vEye = *pvEyePt; m_vDefaultLookAt = m_vLookAt = *pvLookatPt; // Calc the view matrix D3DXVECTOR3 vUp(0,1,0); D3DXMatrixLookAtLH( &m_mView, pvEyePt, pvLookatPt, &vUp ); D3DXMATRIX mInvView; D3DXMatrixInverse( &mInvView, NULL, &m_mView ); // The axis basis vectors and camera position are stored inside the // position matrix in the 4 rows of the camera's world matrix. // To figure out the yaw/pitch of the camera, we just need the Z basis vector D3DXVECTOR3* pZBasis = (D3DXVECTOR3*) &mInvView._31; m_fCameraYawAngle = atan2f( pZBasis->x, pZBasis->z ); float fLen = sqrtf(pZBasis->z*pZBasis->z + pZBasis->x*pZBasis->x); m_fCameraPitchAngle = -atan2f( pZBasis->y, fLen ); } //-------------------------------------------------------------------------------------- // Calculates the projection matrix based on input params //-------------------------------------------------------------------------------------- VOID CBaseCamera::SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane ) { // Set attributes for the projection matrix m_fFOV = fFOV; m_fAspect = fAspect; m_fNearPlane = fNearPlane; m_fFarPlane = fFarPlane; D3DXMatrixPerspectiveFovLH( &m_mProj, fFOV, fAspect, fNearPlane, fFarPlane ); } //-------------------------------------------------------------------------------------- // Call this from your message proc so this class can handle window messages //-------------------------------------------------------------------------------------- LRESULT CBaseCamera::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { UNREFERENCED_PARAMETER( hWnd ); UNREFERENCED_PARAMETER( lParam ); switch( uMsg ) { case WM_KEYDOWN: { // Map this key to a D3DUtil_CameraKeys enum and update the // state of m_aKeys[] by adding the KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK mask // only if the key is not down D3DUtil_CameraKeys mappedKey = MapKey( (UINT)wParam ); if( mappedKey != CAM_UNKNOWN ) { if( FALSE == IsKeyDown(m_aKeys[mappedKey]) ) { m_aKeys[ mappedKey ] = KEY_WAS_DOWN_MASK | KEY_IS_DOWN_MASK; ++m_cKeysDown; } } break; } case WM_KEYUP: { // Map this key to a D3DUtil_CameraKeys enum and update the // state of m_aKeys[] by removing the KEY_IS_DOWN_MASK mask. D3DUtil_CameraKeys mappedKey = MapKey( (UINT)wParam ); if( mappedKey != CAM_UNKNOWN && (DWORD)mappedKey < 8 ) { m_aKeys[ mappedKey ] &= ~KEY_IS_DOWN_MASK; --m_cKeysDown; } break; } case WM_RBUTTONDOWN: case WM_MBUTTONDOWN: case WM_LBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDBLCLK: case WM_LBUTTONDBLCLK: { // Compute the drag rectangle in screen coord. POINT ptCursor = { (short)LOWORD(lParam), (short)HIWORD(lParam) }; // Update member var state if( ( uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK ) && PtInRect( &m_rcDrag, ptCursor ) ) { m_bMouseLButtonDown = true; m_nCurrentButtonMask |= MOUSE_LEFT_BUTTON; } if( ( uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK ) && PtInRect( &m_rcDrag, ptCursor ) ) { m_bMouseMButtonDown = true; m_nCurrentButtonMask |= MOUSE_MIDDLE_BUTTON; } if( ( uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK ) && PtInRect( &m_rcDrag, ptCursor ) ) { m_bMouseRButtonDown = true; m_nCurrentButtonMask |= MOUSE_RIGHT_BUTTON; } // Capture the mouse, so if the mouse button is // released outside the window, we'll get the WM_LBUTTONUP message SetCapture(hWnd); GetCursorPos( &m_ptLastMousePosition ); return TRUE; } case WM_RBUTTONUP: case WM_MBUTTONUP: case WM_LBUTTONUP: { // Update member var state if( uMsg == WM_LBUTTONUP ) { m_bMouseLButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_LEFT_BUTTON; } if( uMsg == WM_MBUTTONUP ) { m_bMouseMButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_MIDDLE_BUTTON; } if( uMsg == WM_RBUTTONUP ) { m_bMouseRButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_RIGHT_BUTTON; } // Release the capture if no mouse buttons down if( !m_bMouseLButtonDown && !m_bMouseRButtonDown && !m_bMouseMButtonDown ) { ReleaseCapture(); } break; } case WM_CAPTURECHANGED: { if( (HWND)lParam != hWnd ) { if( (m_nCurrentButtonMask & MOUSE_LEFT_BUTTON) || (m_nCurrentButtonMask & MOUSE_MIDDLE_BUTTON) || (m_nCurrentButtonMask & MOUSE_RIGHT_BUTTON) ) { m_bMouseLButtonDown = false; m_bMouseMButtonDown = false; m_bMouseRButtonDown = false; m_nCurrentButtonMask &= ~MOUSE_LEFT_BUTTON; m_nCurrentButtonMask &= ~MOUSE_MIDDLE_BUTTON; m_nCurrentButtonMask &= ~MOUSE_RIGHT_BUTTON; ReleaseCapture(); } } break; } case WM_MOUSEWHEEL: // Update member var state m_nMouseWheelDelta += (short)HIWORD(wParam); break; } return FALSE; } //-------------------------------------------------------------------------------------- // Figure out the velocity based on keyboard input & drag if any //-------------------------------------------------------------------------------------- void CBaseCamera::GetInput( bool bGetKeyboardInput, bool bGetMouseInput, bool bGetGamepadInput, bool bResetCursorAfterMove ) { m_vKeyboardDirection = D3DXVECTOR3(0,0,0); if( bGetKeyboardInput ) { // Update acceleration vector based on keyboard state if( IsKeyDown(m_aKeys[CAM_MOVE_FORWARD]) ) m_vKeyboardDirection.z += 1.0f; if( IsKeyDown(m_aKeys[CAM_MOVE_BACKWARD]) ) m_vKeyboardDirection.z -= 1.0f; if( m_bEnableYAxisMovement ) { if( IsKeyDown(m_aKeys[CAM_MOVE_UP]) ) m_vKeyboardDirection.y += 1.0f; if( IsKeyDown(m_aKeys[CAM_MOVE_DOWN]) ) m_vKeyboardDirection.y -= 1.0f; } if( IsKeyDown(m_aKeys[CAM_STRAFE_RIGHT]) ) m_vKeyboardDirection.x += 1.0f; if( IsKeyDown(m_aKeys[CAM_STRAFE_LEFT]) ) m_vKeyboardDirection.x -= 1.0f; } if( bGetMouseInput ) { UpdateMouseDelta(); } if( bGetGamepadInput ) { m_vGamePadLeftThumb = D3DXVECTOR3(0,0,0); m_vGamePadRightThumb = D3DXVECTOR3(0,0,0); // Get controller state for( DWORD iUserIndex=0; iUserIndex
fMostRecentlyActiveTime ) { fMostRecentlyActiveTime = m_GamePadLastActive[iUserIndex]; iMostRecentlyActive = iUserIndex; } } // Use the most recent non-zero controller if its connected if( iMostRecentlyActive >= 0 && m_GamePad[iMostRecentlyActive].bConnected ) { m_vGamePadLeftThumb.x = m_GamePad[iMostRecentlyActive].fThumbLX; m_vGamePadLeftThumb.y = 0.0f; m_vGamePadLeftThumb.z = m_GamePad[iMostRecentlyActive].fThumbLY; m_vGamePadRightThumb.x = m_GamePad[iMostRecentlyActive].fThumbRX; m_vGamePadRightThumb.y = 0.0f; m_vGamePadRightThumb.z = m_GamePad[iMostRecentlyActive].fThumbRY; } } } //-------------------------------------------------------------------------------------- // Figure out the mouse delta based on mouse movement //-------------------------------------------------------------------------------------- void CBaseCamera::UpdateMouseDelta() { POINT ptCurMouseDelta; POINT ptCurMousePos; // Get current position of mouse GetCursorPos( &ptCurMousePos ); // Calc how far it's moved since last frame ptCurMouseDelta.x = ptCurMousePos.x - m_ptLastMousePosition.x; ptCurMouseDelta.y = ptCurMousePos.y - m_ptLastMousePosition.y; // Record current position for next time m_ptLastMousePosition = ptCurMousePos; if( m_bResetCursorAfterMove && DXUTIsActive() ) { // Set position of camera to center of desktop, // so it always has room to move. This is very useful // if the cursor is hidden. If this isn't done and cursor is hidden, // then invisible cursor will hit the edge of the screen // and the user can't tell what happened POINT ptCenter; // Get the center of the current monitor MONITORINFO mi; mi.cbSize = sizeof(MONITORINFO); DXUTGetMonitorInfo( DXUTMonitorFromWindow(DXUTGetHWND(),MONITOR_DEFAULTTONEAREST), &mi ); ptCenter.x = (mi.rcMonitor.left + mi.rcMonitor.right) / 2; ptCenter.y = (mi.rcMonitor.top + mi.rcMonitor.bottom) / 2; SetCursorPos( ptCenter.x, ptCenter.y ); m_ptLastMousePosition = ptCenter; } // Smooth the relative mouse data over a few frames so it isn't // jerky when moving slowly at low frame rates. float fPercentOfNew = 1.0f / m_fFramesToSmoothMouseData; float fPercentOfOld = 1.0f - fPercentOfNew; m_vMouseDelta.x = m_vMouseDelta.x*fPercentOfOld + ptCurMouseDelta.x*fPercentOfNew; m_vMouseDelta.y = m_vMouseDelta.y*fPercentOfOld + ptCurMouseDelta.y*fPercentOfNew; m_vRotVelocity = m_vMouseDelta * m_fRotationScaler; } //-------------------------------------------------------------------------------------- // Figure out the velocity based on keyboard input & drag if any //-------------------------------------------------------------------------------------- void CBaseCamera::UpdateVelocity( float fElapsedTime ) { D3DXMATRIX mRotDelta; D3DXVECTOR2 vGamePadRightThumb = D3DXVECTOR2( m_vGamePadRightThumb.x, -m_vGamePadRightThumb.z ); m_vRotVelocity = m_vMouseDelta * m_fRotationScaler + vGamePadRightThumb * 0.02f; D3DXVECTOR3 vAccel = m_vKeyboardDirection + m_vGamePadLeftThumb; // Normalize vector so if moving 2 dirs (left & forward), // the camera doesn't move faster than if moving in 1 dir D3DXVec3Normalize( &vAccel, &vAccel ); // Scale the acceleration vector vAccel *= m_fMoveScaler; if( m_bMovementDrag ) { // Is there any acceleration this frame? if( D3DXVec3LengthSq( &vAccel ) > 0 ) { // If so, then this means the user has pressed a movement key\ // so change the velocity immediately to acceleration // upon keyboard input. This isn't normal physics // but it will give a quick response to keyboard input m_vVelocity = vAccel; m_fDragTimer = m_fTotalDragTimeToZero; m_vVelocityDrag = vAccel / m_fDragTimer; } else { // If no key being pressed, then slowly decrease velocity to 0 if( m_fDragTimer > 0 ) { // Drag until timer is <= 0 m_vVelocity -= m_vVelocityDrag * fElapsedTime; m_fDragTimer -= fElapsedTime; } else { // Zero velocity m_vVelocity = D3DXVECTOR3(0,0,0); } } } else { // No drag, so immediately change the velocity m_vVelocity = vAccel; } } //-------------------------------------------------------------------------------------- // Clamps pV to lie inside m_vMinBoundary & m_vMaxBoundary //-------------------------------------------------------------------------------------- void CBaseCamera::ConstrainToBoundary( D3DXVECTOR3* pV ) { // Constrain vector to a bounding box pV->x = __max(pV->x, m_vMinBoundary.x); pV->y = __max(pV->y, m_vMinBoundary.y); pV->z = __max(pV->z, m_vMinBoundary.z); pV->x = __min(pV->x, m_vMaxBoundary.x); pV->y = __min(pV->y, m_vMaxBoundary.y); pV->z = __min(pV->z, m_vMaxBoundary.z); } //-------------------------------------------------------------------------------------- // Maps a windows virtual key to an enum //-------------------------------------------------------------------------------------- D3DUtil_CameraKeys CBaseCamera::MapKey( UINT nKey ) { // This could be upgraded to a method that's user-definable but for // simplicity, we'll use a hardcoded mapping. switch( nKey ) { case VK_CONTROL: return CAM_CONTROLDOWN; case VK_LEFT: return CAM_STRAFE_LEFT; case VK_RIGHT: return CAM_STRAFE_RIGHT; case VK_UP: return CAM_MOVE_FORWARD; case VK_DOWN: return CAM_MOVE_BACKWARD; case VK_PRIOR: return CAM_MOVE_UP; // pgup case VK_NEXT: return CAM_MOVE_DOWN; // pgdn case 'A': return CAM_STRAFE_LEFT; case 'D': return CAM_STRAFE_RIGHT; case 'W': return CAM_MOVE_FORWARD; case 'S': return CAM_MOVE_BACKWARD; case 'Q': return CAM_MOVE_DOWN; case 'E': return CAM_MOVE_UP; case VK_NUMPAD4: return CAM_STRAFE_LEFT; case VK_NUMPAD6: return CAM_STRAFE_RIGHT; case VK_NUMPAD8: return CAM_MOVE_FORWARD; case VK_NUMPAD2: return CAM_MOVE_BACKWARD; case VK_NUMPAD9: return CAM_MOVE_UP; case VK_NUMPAD3: return CAM_MOVE_DOWN; case VK_HOME: return CAM_RESET; } return CAM_UNKNOWN; } //-------------------------------------------------------------------------------------- // Reset the camera's position back to the default //-------------------------------------------------------------------------------------- VOID CBaseCamera::Reset() { SetViewParams( &m_vDefaultEye, &m_vDefaultLookAt ); } //-------------------------------------------------------------------------------------- // Constructor //-------------------------------------------------------------------------------------- CFirstPersonCamera::CFirstPersonCamera() : m_nActiveButtonMask( 0x07 ) { m_bRotateWithoutButtonDown = false; } //-------------------------------------------------------------------------------------- // Update the view matrix based on user input & elapsed time //-------------------------------------------------------------------------------------- VOID CFirstPersonCamera::FrameMove( FLOAT fElapsedTime ) { if( DXUTGetGlobalTimer()->IsStopped() ) fElapsedTime = 1.0f / DXUTGetFPS(); if( IsKeyDown(m_aKeys[CAM_RESET]) ) Reset(); // Get keyboard/mouse/gamepad input GetInput( m_bEnablePositionMovement, ( m_nActiveButtonMask & m_nCurrentButtonMask ) || m_bRotateWithoutButtonDown, true, m_bResetCursorAfterMove ); //// Get the mouse movement (if any) if the mouse button are down //if( (m_nActiveButtonMask & m_nCurrentButtonMask) || m_bRotateWithoutButtonDown ) // UpdateMouseDelta( fElapsedTime ); // Get amount of velocity based on the keyboard input and drag (if any) UpdateVelocity( fElapsedTime ); // Simple euler method to calculate position delta D3DXVECTOR3 vPosDelta = m_vVelocity * fElapsedTime; // If rotating the camera if( (m_nActiveButtonMask & m_nCurrentButtonMask) || m_bRotateWithoutButtonDown || m_vGamePadRightThumb.x != 0 || m_vGamePadRightThumb.z != 0 ) { // Update the pitch & yaw angle based on mouse movement float fYawDelta = m_vRotVelocity.x; float fPitchDelta = m_vRotVelocity.y; // Invert pitch if requested if( m_bInvertPitch ) fPitchDelta = -fPitchDelta; m_fCameraPitchAngle += fPitchDelta; m_fCameraYawAngle += fYawDelta; // Limit pitch to straight up or straight down m_fCameraPitchAngle = __max( -D3DX_PI/2.0f, m_fCameraPitchAngle ); m_fCameraPitchAngle = __min( +D3DX_PI/2.0f, m_fCameraPitchAngle ); } // Make a rotation matrix based on the camera's yaw & pitch D3DXMATRIX mCameraRot; D3DXMatrixRotationYawPitchRoll( &mCameraRot, m_fCameraYawAngle, m_fCameraPitchAngle, 0 ); // Transform vectors based on camera's rotation matrix D3DXVECTOR3 vWorldUp, vWorldAhead; D3DXVECTOR3 vLocalUp = D3DXVECTOR3(0,1,0); D3DXVECTOR3 vLocalAhead = D3DXVECTOR3(0,0,1); D3DXVec3TransformCoord( &vWorldUp, &vLocalUp, &mCameraRot ); D3DXVec3TransformCoord( &vWorldAhead, &vLocalAhead, &mCameraRot ); // Transform the position delta by the camera's rotation D3DXVECTOR3 vPosDeltaWorld; if( !m_bEnableYAxisMovement ) { // If restricting Y movement, do not include pitch // when transforming position delta vector. D3DXMatrixRotationYawPitchRoll( &mCameraRot, m_fCameraYawAngle, 0.0f, 0.0f ); } D3DXVec3TransformCoord( &vPosDeltaWorld, &vPosDelta, &mCameraRot ); // Move the eye position m_vEye += vPosDeltaWorld; if( m_bClipToBoundary ) ConstrainToBoundary( &m_vEye ); // Update the lookAt position based on the eye position m_vLookAt = m_vEye + vWorldAhead; // Update the view matrix D3DXMatrixLookAtLH( &m_mView, &m_vEye, &m_vLookAt, &vWorldUp ); D3DXMatrixInverse( &m_mCameraWorld, NULL, &m_mView ); } //-------------------------------------------------------------------------------------- // Enable or disable each of the mouse buttons for rotation drag. //-------------------------------------------------------------------------------------- void CFirstPersonCamera::SetRotateButtons( bool bLeft, bool bMiddle, bool bRight, bool bRotateWithoutButtonDown ) { m_nActiveButtonMask = ( bLeft ? MOUSE_LEFT_BUTTON : 0 ) | ( bMiddle ? MOUSE_MIDDLE_BUTTON : 0 ) | ( bRight ? MOUSE_RIGHT_BUTTON : 0 ); m_bRotateWithoutButtonDown = bRotateWithoutButtonDown; } //-------------------------------------------------------------------------------------- // Constructor //-------------------------------------------------------------------------------------- CModelViewerCamera::CModelViewerCamera() { D3DXMatrixIdentity( &m_mWorld ); D3DXMatrixIdentity( &m_mModelRot ); D3DXMatrixIdentity( &m_mModelLastRot ); D3DXMatrixIdentity( &m_mCameraRotLast ); m_vModelCenter = D3DXVECTOR3(0,0,0); m_fRadius = 5.0f; m_fDefaultRadius = 5.0f; m_fMinRadius = 1.0f; m_fMaxRadius = FLT_MAX; m_bLimitPitch = false; m_bEnablePositionMovement = false; m_bAttachCameraToModel = false; m_nRotateModelButtonMask = MOUSE_LEFT_BUTTON; m_nZoomButtonMask = MOUSE_WHEEL; m_nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON; m_bDragSinceLastUpdate = true; } //-------------------------------------------------------------------------------------- // Update the view matrix & the model's world matrix based // on user input & elapsed time //-------------------------------------------------------------------------------------- VOID CModelViewerCamera::FrameMove( FLOAT fElapsedTime ) { if( IsKeyDown(m_aKeys[CAM_RESET]) ) Reset(); // If no dragged has happend since last time FrameMove is called, // and no camera key is held down, then no need to handle again. if( !m_bDragSinceLastUpdate && 0 == m_cKeysDown ) return; m_bDragSinceLastUpdate = false; //// If no mouse button is held down, //// Get the mouse movement (if any) if the mouse button are down //if( m_nCurrentButtonMask != 0 ) // UpdateMouseDelta( fElapsedTime ); GetInput( m_bEnablePositionMovement, m_nCurrentButtonMask != 0, true, false ); // Get amount of velocity based on the keyboard input and drag (if any) UpdateVelocity( fElapsedTime ); // Simple euler method to calculate position delta D3DXVECTOR3 vPosDelta = m_vVelocity * fElapsedTime; // Change the radius from the camera to the model based on wheel scrolling if( m_nMouseWheelDelta && m_nZoomButtonMask == MOUSE_WHEEL ) m_fRadius -= m_nMouseWheelDelta * m_fRadius * 0.1f / 120.0f; m_fRadius = __min( m_fMaxRadius, m_fRadius ); m_fRadius = __max( m_fMinRadius, m_fRadius ); m_nMouseWheelDelta = 0; // Get the inverse of the arcball's rotation matrix D3DXMATRIX mCameraRot; D3DXMatrixInverse( &mCameraRot, NULL, m_ViewArcBall.GetRotationMatrix() ); // Transform vectors based on camera's rotation matrix D3DXVECTOR3 vWorldUp, vWorldAhead; D3DXVECTOR3 vLocalUp = D3DXVECTOR3(0,1,0); D3DXVECTOR3 vLocalAhead = D3DXVECTOR3(0,0,1); D3DXVec3TransformCoord( &vWorldUp, &vLocalUp, &mCameraRot ); D3DXVec3TransformCoord( &vWorldAhead, &vLocalAhead, &mCameraRot ); // Transform the position delta by the camera's rotation D3DXVECTOR3 vPosDeltaWorld; D3DXVec3TransformCoord( &vPosDeltaWorld, &vPosDelta, &mCameraRot ); // Move the lookAt position m_vLookAt += vPosDeltaWorld; if( m_bClipToBoundary ) ConstrainToBoundary( &m_vLookAt ); // Update the eye point based on a radius away from the lookAt position m_vEye = m_vLookAt - vWorldAhead * m_fRadius; // Update the view matrix D3DXMatrixLookAtLH( &m_mView, &m_vEye, &m_vLookAt, &vWorldUp ); D3DXMATRIX mInvView; D3DXMatrixInverse( &mInvView, NULL, &m_mView ); mInvView._41 = mInvView._42 = mInvView._43 = 0; D3DXMATRIX mModelLastRotInv; D3DXMatrixInverse(&mModelLastRotInv, NULL, &m_mModelLastRot); // Accumulate the delta of the arcball's rotation in view space. // Note that per-frame delta rotations could be problematic over long periods of time. D3DXMATRIX mModelRot; mModelRot = *m_WorldArcBall.GetRotationMatrix(); m_mModelRot *= m_mView * mModelLastRotInv * mModelRot * mInvView; if( m_ViewArcBall.IsBeingDragged() && m_bAttachCameraToModel && !IsKeyDown(m_aKeys[CAM_CONTROLDOWN]) ) { // Attach camera to model by inverse of the model rotation D3DXMATRIX mCameraLastRotInv; D3DXMatrixInverse(&mCameraLastRotInv, NULL, &m_mCameraRotLast); D3DXMATRIX mCameraRotDelta = mCameraLastRotInv * mCameraRot; // local to world matrix m_mModelRot *= mCameraRotDelta; } m_mCameraRotLast = mCameraRot; m_mModelLastRot = mModelRot; // Since we're accumulating delta rotations, we need to orthonormalize // the matrix to prevent eventual matrix skew D3DXVECTOR3* pXBasis = (D3DXVECTOR3*) &m_mModelRot._11; D3DXVECTOR3* pYBasis = (D3DXVECTOR3*) &m_mModelRot._21; D3DXVECTOR3* pZBasis = (D3DXVECTOR3*) &m_mModelRot._31; D3DXVec3Normalize( pXBasis, pXBasis ); D3DXVec3Cross( pYBasis, pZBasis, pXBasis ); D3DXVec3Normalize( pYBasis, pYBasis ); D3DXVec3Cross( pZBasis, pXBasis, pYBasis ); // Translate the rotation matrix to the same position as the lookAt position m_mModelRot._41 = m_vLookAt.x; m_mModelRot._42 = m_vLookAt.y; m_mModelRot._43 = m_vLookAt.z; // Translate world matrix so its at the center of the model D3DXMATRIX mTrans; D3DXMatrixTranslation( &mTrans, -m_vModelCenter.x, -m_vModelCenter.y, -m_vModelCenter.z ); m_mWorld = mTrans * m_mModelRot; } void CModelViewerCamera::SetDragRect( RECT &rc ) { CBaseCamera::SetDragRect( rc ); m_WorldArcBall.SetOffset( rc.left, rc.top ); m_ViewArcBall.SetOffset( rc.left, rc.top ); SetWindow( rc.right - rc.left, rc.bottom - rc.top ); } //-------------------------------------------------------------------------------------- // Reset the camera's position back to the default //-------------------------------------------------------------------------------------- VOID CModelViewerCamera::Reset() { CBaseCamera::Reset(); D3DXMatrixIdentity( &m_mWorld ); D3DXMatrixIdentity( &m_mModelRot ); D3DXMatrixIdentity( &m_mModelLastRot ); D3DXMatrixIdentity( &m_mCameraRotLast ); m_fRadius = m_fDefaultRadius; m_WorldArcBall.Reset(); m_ViewArcBall.Reset(); } //-------------------------------------------------------------------------------------- // Override for setting the view parameters //-------------------------------------------------------------------------------------- void CModelViewerCamera::SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ) { CBaseCamera::SetViewParams( pvEyePt, pvLookatPt ); // Propogate changes to the member arcball D3DXQUATERNION quat; D3DXMATRIXA16 mRotation; D3DXVECTOR3 vUp(0,1,0); D3DXMatrixLookAtLH( &mRotation, pvEyePt, pvLookatPt, &vUp ); D3DXQuaternionRotationMatrix( &quat, &mRotation ); m_ViewArcBall.SetQuatNow( quat ); // Set the radius according to the distance D3DXVECTOR3 vEyeToPoint; D3DXVec3Subtract( &vEyeToPoint, pvLookatPt, pvEyePt ); SetRadius( D3DXVec3Length( &vEyeToPoint ) ); // View information changed. FrameMove should be called. m_bDragSinceLastUpdate = true; } //-------------------------------------------------------------------------------------- // Call this from your message proc so this class can handle window messages //-------------------------------------------------------------------------------------- LRESULT CModelViewerCamera::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { CBaseCamera::HandleMessages( hWnd, uMsg, wParam, lParam ); if( ( (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK ) && m_nRotateModelButtonMask & MOUSE_LEFT_BUTTON) || ( (uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK ) && m_nRotateModelButtonMask & MOUSE_MIDDLE_BUTTON) || ( (uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK ) && m_nRotateModelButtonMask & MOUSE_RIGHT_BUTTON) ) { int iMouseX = (short)LOWORD(lParam); int iMouseY = (short)HIWORD(lParam); m_WorldArcBall.OnBegin( iMouseX, iMouseY ); } if( ( (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK ) && m_nRotateCameraButtonMask & MOUSE_LEFT_BUTTON) || ( (uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK ) && m_nRotateCameraButtonMask & MOUSE_MIDDLE_BUTTON) || ( (uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK ) && m_nRotateCameraButtonMask & MOUSE_RIGHT_BUTTON) ) { int iMouseX = (short)LOWORD(lParam); int iMouseY = (short)HIWORD(lParam); m_ViewArcBall.OnBegin( iMouseX, iMouseY ); } if( uMsg == WM_MOUSEMOVE ) { int iMouseX = (short)LOWORD(lParam); int iMouseY = (short)HIWORD(lParam); m_WorldArcBall.OnMove( iMouseX, iMouseY ); m_ViewArcBall.OnMove( iMouseX, iMouseY ); } if( (uMsg == WM_LBUTTONUP && m_nRotateModelButtonMask & MOUSE_LEFT_BUTTON) || (uMsg == WM_MBUTTONUP && m_nRotateModelButtonMask & MOUSE_MIDDLE_BUTTON) || (uMsg == WM_RBUTTONUP && m_nRotateModelButtonMask & MOUSE_RIGHT_BUTTON) ) { m_WorldArcBall.OnEnd(); } if( (uMsg == WM_LBUTTONUP && m_nRotateCameraButtonMask & MOUSE_LEFT_BUTTON) || (uMsg == WM_MBUTTONUP && m_nRotateCameraButtonMask & MOUSE_MIDDLE_BUTTON) || (uMsg == WM_RBUTTONUP && m_nRotateCameraButtonMask & MOUSE_RIGHT_BUTTON) ) { m_ViewArcBall.OnEnd(); } if( uMsg == WM_CAPTURECHANGED ) { if( (HWND)lParam != hWnd ) { if( (m_nRotateModelButtonMask & MOUSE_LEFT_BUTTON) || (m_nRotateModelButtonMask & MOUSE_MIDDLE_BUTTON) || (m_nRotateModelButtonMask & MOUSE_RIGHT_BUTTON) ) { m_WorldArcBall.OnEnd(); } if( (m_nRotateCameraButtonMask & MOUSE_LEFT_BUTTON) || (m_nRotateCameraButtonMask & MOUSE_MIDDLE_BUTTON) || (m_nRotateCameraButtonMask & MOUSE_RIGHT_BUTTON) ) { m_ViewArcBall.OnEnd(); } } } if( uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONDBLCLK || uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONDBLCLK || uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONDBLCLK || uMsg == WM_LBUTTONUP || uMsg == WM_MBUTTONUP || uMsg == WM_RBUTTONUP || uMsg == WM_MOUSEWHEEL || uMsg == WM_MOUSEMOVE ) { m_bDragSinceLastUpdate = true; } return FALSE; } //-------------------------------------------------------------------------------------- // D3D9 IDirect3DDevice9* CDXUTDirectionWidget::s_pd3d9Device = NULL; ID3DXEffect* CDXUTDirectionWidget::s_pD3D9Effect = NULL; ID3DXMesh* CDXUTDirectionWidget::s_pD3D9Mesh = NULL; // D3D10 ID3D10Device* CDXUTDirectionWidget::s_pd3d10Device = NULL; ID3D10Effect* CDXUTDirectionWidget::s_pD3D10Effect = NULL; ID3D10InputLayout* CDXUTDirectionWidget::s_pVertexLayout = NULL; ID3D10EffectTechnique* CDXUTDirectionWidget::s_pRenderTech = NULL; ID3D10EffectVectorVariable* CDXUTDirectionWidget::g_pMaterialDiffuseColor = NULL; ID3D10EffectVectorVariable* CDXUTDirectionWidget::g_pLightDir = NULL; ID3D10EffectMatrixVariable* CDXUTDirectionWidget::g_pmWorld = NULL; ID3D10EffectMatrixVariable* CDXUTDirectionWidget::g_pmWorldViewProjection = NULL; //-------------------------------------------------------------------------------------- CDXUTDirectionWidget::CDXUTDirectionWidget() { m_fRadius = 1.0f; m_vDefaultDir = D3DXVECTOR3(0,1,0); m_vCurrentDir = m_vDefaultDir; m_nRotateMask = MOUSE_RIGHT_BUTTON; D3DXMatrixIdentity( &m_mView ); D3DXMatrixIdentity( &m_mRot ); D3DXMatrixIdentity( &m_mRotSnapshot ); } //-------------------------------------------------------------------------------------- HRESULT CDXUTDirectionWidget::StaticOnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice ) { HRESULT hr; s_pd3d9Device = pd3dDevice; const char* g_strBuffer = "float4 g_MaterialDiffuseColor; // Material's diffuse color\r\n" "float3 g_LightDir; // Light's direction in world space\r\n" "float4x4 g_mWorld; // World matrix for object\r\n" "float4x4 g_mWorldViewProjection; // World * View * Projection matrix\r\n" "\r\n" "struct VS_OUTPUT\r\n" "{\r\n" " float4 Position : POSITION; // vertex position\r\n" " float4 Diffuse : COLOR0; // vertex diffuse color\r\n" "};\r\n" "\r\n" "VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,\r\n" " float3 vNormal : NORMAL )\r\n" "{\r\n" " VS_OUTPUT Output;\r\n" "\r\n" " // Transform the position from object space to homogeneous projection space\r\n" " Output.Position = mul(vPos, g_mWorldViewProjection);\r\n" "\r\n" " // Transform the normal from object space to world space\r\n" " float3 vNormalWorldSpace;\r\n" " vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)\r\n" "\r\n" " // Compute simple directional lighting equation\r\n" " Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));\r\n" " Output.Diffuse.a = 1.0f;\r\n" "\r\n" " return Output;\r\n" "}\r\n" "\r\n" "float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0\r\n" "{\r\n" " return Diffuse;\r\n" "}\r\n" "\r\n" "technique RenderWith1LightNoTexture\r\n" "{\r\n" " pass P0\r\n" " {\r\n" " VertexShader = compile vs_2_0 RenderWith1LightNoTextureVS();\r\n" " PixelShader = compile ps_2_0 RenderWith1LightNoTexturePS();\r\n" " }\r\n" "}\r\n" ""; UINT dwBufferSize = (UINT)strlen(g_strBuffer) + 1; V_RETURN( D3DXCreateEffect( s_pd3d9Device, g_strBuffer, dwBufferSize, NULL, NULL, D3DXFX_NOT_CLONEABLE, NULL, &s_pD3D9Effect, NULL ) ); // Load the mesh with D3DX and get back a ID3DXMesh*. For this // sample we'll ignore the X file's embedded materials since we know // exactly the model we're loading. See the mesh samples such as // "OptimizedMesh" for a more generic mesh loading example. V_RETURN( DXUTCreateArrowMeshFromInternalArray( s_pd3d9Device, &s_pD3D9Mesh ) ); // Optimize the mesh for this graphics card's vertex cache // so when rendering the mesh's triangle list the vertices will // cache hit more often so it won't have to re-execute the vertex shader // on those vertices so it will improve perf. DWORD* rgdwAdjacency = new DWORD[s_pD3D9Mesh->GetNumFaces() * 3]; if( rgdwAdjacency == NULL ) return E_OUTOFMEMORY; V( s_pD3D9Mesh->GenerateAdjacency(1e-6f,rgdwAdjacency) ); V( s_pD3D9Mesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) ); delete []rgdwAdjacency; return S_OK; } //-------------------------------------------------------------------------------------- HRESULT CDXUTDirectionWidget::OnD3D9ResetDevice( const D3DSURFACE_DESC* pBackBufferSurfaceDesc ) { m_ArcBall.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); return S_OK; } //-------------------------------------------------------------------------------------- void CDXUTDirectionWidget::StaticOnD3D9LostDevice() { if( s_pD3D9Effect ) s_pD3D9Effect->OnLostDevice(); } //-------------------------------------------------------------------------------------- void CDXUTDirectionWidget::StaticOnD3D9DestroyDevice() { SAFE_RELEASE(s_pD3D9Effect); SAFE_RELEASE(s_pD3D9Mesh); } //-------------------------------------------------------------------------------------- HRESULT CDXUTDirectionWidget::StaticOnD3D10CreateDevice( ID3D10Device* pd3dDevice ) { s_pd3d10Device = pd3dDevice; const char* g_strBuffer = "float4 g_MaterialDiffuseColor; // Material's diffuse color\r\n" "float4 g_LightDir; // Light's direction in world space\r\n" "float4x4 g_mWorld; // World matrix for object\r\n" "float4x4 g_mWorldViewProjection; // World * View * Projection matrix\r\n" "\r\n" "struct VS_OUTPUT\r\n" "{\r\n" " float4 Position : SV_POSITION; // vertex position\r\n" " float4 Diffuse : COLOR0; // vertex diffuse color\r\n" "};\r\n" "\r\n" "VS_OUTPUT RenderWith1LightNoTextureVS( float3 vPos : POSITION,\r\n" " float3 vNormal : NORMAL )\r\n" "{\r\n" " VS_OUTPUT Output;\r\n" "\r\n" " // Transform the position from object space to homogeneous projection space\r\n" " Output.Position = mul( float4(vPos,1), g_mWorldViewProjection);\r\n" "\r\n" " // Transform the normal from object space to world space\r\n" " float3 vNormalWorldSpace;\r\n" " vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)\r\n" "\r\n" " // Compute simple directional lighting equation\r\n" " Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));\r\n" " Output.Diffuse.a = 1.0f;\r\n" "\r\n" " return Output;\r\n" "}\r\n" "\r\n" "float4 RenderWith1LightNoTexturePS( VS_OUTPUT Input ) : SV_TARGET\r\n" "{\r\n" " return Input.Diffuse;\r\n" "}\r\n" "\r\n" "technique10 RenderWith1LightNoTexture\r\n" "{\r\n" " pass p0\r\n" " {\r\n" " SetVertexShader( CompileShader( vs_4_0, RenderWith1LightNoTextureVS() ) );\r\n" " SetGeometryShader( NULL );\r\n" " SetPixelShader( CompileShader( ps_4_0, RenderWith1LightNoTexturePS() ) );\r\n" " }\r\n" "}\r\n" ""; UINT dwBufferSize = (UINT)strlen(g_strBuffer) + 1; HRESULT hr = D3DX10CreateEffectFromMemory( g_strBuffer, dwBufferSize, "None", NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, pd3dDevice, NULL, NULL, &s_pD3D10Effect, NULL, NULL ); if( FAILED(hr) ) return hr; s_pRenderTech = s_pD3D10Effect->GetTechniqueByName( "RenderWith1LightNoTexture" ); g_pMaterialDiffuseColor = s_pD3D10Effect->GetVariableByName( "g_MaterialDiffuseColor" )->AsVector(); g_pLightDir = s_pD3D10Effect->GetVariableByName( "g_LightDir" )->AsVector(); g_pmWorld = s_pD3D10Effect->GetVariableByName( "g_mWorld" )->AsMatrix(); g_pmWorldViewProjection = s_pD3D10Effect->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix(); const D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; D3D10_PASS_DESC PassDesc; V_RETURN( s_pRenderTech->GetPassByIndex( 0 )->GetDesc( &PassDesc ) ); V_RETURN( pd3dDevice->CreateInputLayout( layout, 2, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &s_pVertexLayout ) ); //TODO: Add loading code here return S_OK; } //-------------------------------------------------------------------------------------- HRESULT CDXUTDirectionWidget::OnRender10( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, const D3DXVECTOR3* pEyePt ) { m_mView = *pmView; // Render the light spheres so the user can visually see the light dir D3DXMATRIX mRotate; D3DXMATRIX mScale; D3DXMATRIX mTrans; D3DXMATRIXA16 mWorldViewProj; g_pMaterialDiffuseColor->SetFloatVector( (float*)&color ); D3DXVECTOR3 vEyePt; D3DXVec3Normalize( &vEyePt, pEyePt ); g_pLightDir->SetFloatVector( (float*)&vEyePt ); // Rotate arrow model to point towards origin D3DXMATRIX mRotateA, mRotateB; D3DXVECTOR3 vAt = D3DXVECTOR3(0,0,0); D3DXVECTOR3 vUp = D3DXVECTOR3(0,1,0); D3DXMatrixRotationX( &mRotateB, D3DX_PI ); D3DXMatrixLookAtLH( &mRotateA, &m_vCurrentDir, &vAt, &vUp ); D3DXMatrixInverse( &mRotateA, NULL, &mRotateA ); mRotate = mRotateB * mRotateA; D3DXVECTOR3 vL = m_vCurrentDir * m_fRadius * 1.0f; D3DXMatrixTranslation( &mTrans, vL.x, vL.y, vL.z ); D3DXMatrixScaling( &mScale, m_fRadius*0.2f, m_fRadius*0.2f, m_fRadius*0.2f ); D3DXMATRIX mWorld = mRotate * mScale * mTrans; mWorldViewProj = mWorld * (m_mView) * (*pmProj); g_pmWorldViewProjection->SetMatrix( (float*)&mWorldViewProj ); g_pmWorld->SetMatrix( (float*)&mWorld ); s_pd3d10Device->IASetInputLayout( s_pVertexLayout ); //TODO: Add rendering code here return S_OK; } //-------------------------------------------------------------------------------------- void CDXUTDirectionWidget::StaticOnD3D10DestroyDevice() { SAFE_RELEASE(s_pVertexLayout); SAFE_RELEASE(s_pD3D10Effect); } //-------------------------------------------------------------------------------------- LRESULT CDXUTDirectionWidget::HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { switch( uMsg ) { case WM_LBUTTONDOWN: case WM_MBUTTONDOWN: case WM_RBUTTONDOWN: { if( ((m_nRotateMask & MOUSE_LEFT_BUTTON) != 0 && uMsg == WM_LBUTTONDOWN) || ((m_nRotateMask & MOUSE_MIDDLE_BUTTON) != 0 && uMsg == WM_MBUTTONDOWN) || ((m_nRotateMask & MOUSE_RIGHT_BUTTON) != 0 && uMsg == WM_RBUTTONDOWN) ) { int iMouseX = (int)(short)LOWORD(lParam); int iMouseY = (int)(short)HIWORD(lParam); m_ArcBall.OnBegin( iMouseX, iMouseY ); SetCapture(hWnd); } return TRUE; } case WM_MOUSEMOVE: { if( m_ArcBall.IsBeingDragged() ) { int iMouseX = (int)(short)LOWORD(lParam); int iMouseY = (int)(short)HIWORD(lParam); m_ArcBall.OnMove( iMouseX, iMouseY ); UpdateLightDir(); } return TRUE; } case WM_LBUTTONUP: case WM_MBUTTONUP: case WM_RBUTTONUP: { if( ((m_nRotateMask & MOUSE_LEFT_BUTTON) != 0 && uMsg == WM_LBUTTONUP) || ((m_nRotateMask & MOUSE_MIDDLE_BUTTON) != 0 && uMsg == WM_MBUTTONUP) || ((m_nRotateMask & MOUSE_RIGHT_BUTTON) != 0 && uMsg == WM_RBUTTONUP) ) { m_ArcBall.OnEnd(); ReleaseCapture(); } UpdateLightDir(); return TRUE; } case WM_CAPTURECHANGED: { if( (HWND)lParam != hWnd ) { if( (m_nRotateMask & MOUSE_LEFT_BUTTON) || (m_nRotateMask & MOUSE_MIDDLE_BUTTON) || (m_nRotateMask & MOUSE_RIGHT_BUTTON) ) { m_ArcBall.OnEnd(); ReleaseCapture(); } } return TRUE; } } return 0; } //-------------------------------------------------------------------------------------- HRESULT CDXUTDirectionWidget::OnRender9( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, const D3DXVECTOR3* pEyePt ) { m_mView = *pmView; // Render the light spheres so the user can visually see the light dir UINT iPass, cPasses; D3DXMATRIX mRotate; D3DXMATRIX mScale; D3DXMATRIX mTrans; D3DXMATRIXA16 mWorldViewProj; HRESULT hr; V( s_pD3D9Effect->SetTechnique( "RenderWith1LightNoTexture" ) ); V( s_pD3D9Effect->SetVector( "g_MaterialDiffuseColor", (D3DXVECTOR4*)&color ) ); D3DXVECTOR3 vEyePt; D3DXVec3Normalize( &vEyePt, pEyePt ); V( s_pD3D9Effect->SetValue( "g_LightDir", &vEyePt, sizeof(D3DXVECTOR3) ) ); // Rotate arrow model to point towards origin D3DXMATRIX mRotateA, mRotateB; D3DXVECTOR3 vAt = D3DXVECTOR3(0,0,0); D3DXVECTOR3 vUp = D3DXVECTOR3(0,1,0); D3DXMatrixRotationX( &mRotateB, D3DX_PI ); D3DXMatrixLookAtLH( &mRotateA, &m_vCurrentDir, &vAt, &vUp ); D3DXMatrixInverse( &mRotateA, NULL, &mRotateA ); mRotate = mRotateB * mRotateA; D3DXVECTOR3 vL = m_vCurrentDir * m_fRadius * 1.0f; D3DXMatrixTranslation( &mTrans, vL.x, vL.y, vL.z ); D3DXMatrixScaling( &mScale, m_fRadius*0.2f, m_fRadius*0.2f, m_fRadius*0.2f ); D3DXMATRIX mWorld = mRotate * mScale * mTrans; mWorldViewProj = mWorld * (m_mView) * (*pmProj); V( s_pD3D9Effect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProj ) ); V( s_pD3D9Effect->SetMatrix( "g_mWorld", &mWorld ) ); for( int iSubset=0; iSubset<2; iSubset++ ) { V( s_pD3D9Effect->Begin(&cPasses, 0) ); for (iPass = 0; iPass < cPasses; iPass++) { V( s_pD3D9Effect->BeginPass(iPass) ); V( s_pD3D9Mesh->DrawSubset(iSubset) ); V( s_pD3D9Effect->EndPass() ); } V( s_pD3D9Effect->End() ); } return S_OK; } //-------------------------------------------------------------------------------------- HRESULT CDXUTDirectionWidget::UpdateLightDir() { D3DXMATRIX mInvView; D3DXMatrixInverse(&mInvView, NULL, &m_mView); mInvView._41 = mInvView._42 = mInvView._43 = 0; D3DXMATRIX mLastRotInv; D3DXMatrixInverse(&mLastRotInv, NULL, &m_mRotSnapshot); D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix(); m_mRotSnapshot = mRot; // Accumulate the delta of the arcball's rotation in view space. // Note that per-frame delta rotations could be problematic over long periods of time. m_mRot *= m_mView * mLastRotInv * mRot * mInvView; // Since we're accumulating delta rotations, we need to orthonormalize // the matrix to prevent eventual matrix skew D3DXVECTOR3* pXBasis = (D3DXVECTOR3*) &m_mRot._11; D3DXVECTOR3* pYBasis = (D3DXVECTOR3*) &m_mRot._21; D3DXVECTOR3* pZBasis = (D3DXVECTOR3*) &m_mRot._31; D3DXVec3Normalize( pXBasis, pXBasis ); D3DXVec3Cross( pYBasis, pZBasis, pXBasis ); D3DXVec3Normalize( pYBasis, pYBasis ); D3DXVec3Cross( pZBasis, pXBasis, pYBasis ); // Transform the default direction vector by the light's rotation matrix D3DXVec3TransformNormal( &m_vCurrentDir, &m_vDefaultDir, &m_mRot ); return S_OK; }
DXUTcamera.cpp
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