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author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:37:26 +0200 |
---|---|---|
committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:37:26 +0200 |
commit | 6a059b437dca706a72233a57ba4c22011aba6dde (patch) | |
tree | 4d4bbef5e19bbde38ccd173c661377cdc9167ba7 /src/old/d3dutil.cpp | |
parent | b696edaed3e21839315d639590402e22f90fe195 (diff) | |
parent | bf06998ece3ba9d47b595e3761beba54b3793036 (diff) | |
download | colobot-6a059b437dca706a72233a57ba4c22011aba6dde.tar.gz colobot-6a059b437dca706a72233a57ba4c22011aba6dde.tar.bz2 colobot-6a059b437dca706a72233a57ba4c22011aba6dde.zip |
Merge branch 'dev-opengl' into dev
Diffstat (limited to 'src/old/d3dutil.cpp')
-rw-r--r-- | src/old/d3dutil.cpp | 650 |
1 files changed, 325 insertions, 325 deletions
diff --git a/src/old/d3dutil.cpp b/src/old/d3dutil.cpp index d8fd03e..bd4c7ac 100644 --- a/src/old/d3dutil.cpp +++ b/src/old/d3dutil.cpp @@ -1,325 +1,325 @@ -// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DUtil.cpp
-//
-// Desc: Shortcut macros and functions for using DX objects
-//
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-#include <math.h>
-#include <stdio.h>
-#include <tchar.h>
-#include "old/d3dutil.h"
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_GetDXSDKMediaPath()
-// Desc: Returns the DirectX SDK media path, as stored in the system registry
-// during the SDK install.
-//-----------------------------------------------------------------------------
-const TCHAR* D3DUtil_GetDXSDKMediaPath()
-{
- static TCHAR strNull[2] = _T("");
- static TCHAR strPath[512];
- HKEY key;
- DWORD type, size = 512;
-
- // Open the appropriate registry key
- LONG result = RegOpenKeyEx( HKEY_LOCAL_MACHINE,
- _T("Software\\Microsoft\\DirectX"),
- 0, KEY_READ, &key );
- if( ERROR_SUCCESS != result )
- return strNull;
-
- result = RegQueryValueEx( key, _T("DXSDK Samples Path"), NULL,
- &type, (BYTE*)strPath, &size );
- RegCloseKey( key );
-
- if( ERROR_SUCCESS != result )
- return strNull;
-
- lstrcat( strPath, _T("\\D3DIM\\Media\\") );
-
- return strPath;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_InitSurfaceDesc()
-// Desc: Helper function called to build a DDSURFACEDESC2 structure,
-// typically before calling CreateSurface() or GetSurfaceDesc()
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitSurfaceDesc( DDSURFACEDESC2& ddsd, DWORD dwFlags,
- DWORD dwCaps )
-{
- ZeroMemory( &ddsd, sizeof(ddsd) );
- ddsd.dwSize = sizeof(ddsd);
- ddsd.dwFlags = dwFlags;
- ddsd.ddsCaps.dwCaps = dwCaps;
- ddsd.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT);
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_InitMaterial()
-// Desc: Helper function called to build a D3DMATERIAL7 structure
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitMaterial( D3DMATERIAL7& mtrl, FLOAT r, FLOAT g, FLOAT b,
- FLOAT a )
-{
- ZeroMemory( &mtrl, sizeof(D3DMATERIAL7) );
- mtrl.dcvDiffuse.r = mtrl.dcvAmbient.r = r;
- mtrl.dcvDiffuse.g = mtrl.dcvAmbient.g = g;
- mtrl.dcvDiffuse.b = mtrl.dcvAmbient.b = b;
- mtrl.dcvDiffuse.a = mtrl.dcvAmbient.a = a;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_InitLight()
-// Desc: Initializes a D3DLIGHT7 structure
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitLight( D3DLIGHT7& light, D3DLIGHTTYPE ltType,
- FLOAT x, FLOAT y, FLOAT z )
-{
- ZeroMemory( &light, sizeof(D3DLIGHT7) );
- light.dltType = ltType;
- light.dcvDiffuse.r = 1.0f;
- light.dcvDiffuse.g = 1.0f;
- light.dcvDiffuse.b = 1.0f;
- light.dcvSpecular = light.dcvDiffuse;
- light.dvPosition.x = light.dvDirection.x = x;
- light.dvPosition.y = light.dvDirection.y = y;
- light.dvPosition.z = light.dvDirection.z = z;
- light.dvAttenuation0 = 1.0f;
- light.dvRange = D3DLIGHT_RANGE_MAX;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetViewMatrix()
-// Desc: Given an eye point, a lookat point, and an up vector, this
-// function builds a 4x4 view matrix.
-//-----------------------------------------------------------------------------
-HRESULT D3DUtil_SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom,
- D3DVECTOR& vAt, D3DVECTOR& vWorldUp )
-{
- // Get the z basis vector, which points straight ahead. This is the
- // difference from the eyepoint to the lookat point.
- D3DVECTOR vView = vAt - vFrom;
-
- FLOAT fLength = Magnitude( vView );
- if( fLength < 1e-6f )
- return E_INVALIDARG;
-
- // Normalize the z basis vector
- vView /= fLength;
-
- // Get the dot product, and calculate the projection of the z basis
- // vector onto the up vector. The projection is the y basis vector.
- FLOAT fDotProduct = DotProduct( vWorldUp, vView );
-
- D3DVECTOR vUp = vWorldUp - fDotProduct * vView;
-
- // If this vector has near-zero length because the input specified a
- // bogus up vector, let's try a default up vector
- if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
- {
- vUp = D3DVECTOR( 0.0f, 1.0f, 0.0f ) - vView.y * vView;
-
- // If we still have near-zero length, resort to a different axis.
- if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
- {
- vUp = D3DVECTOR( 0.0f, 0.0f, 1.0f ) - vView.z * vView;
-
- if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
- return E_INVALIDARG;
- }
- }
-
- // Normalize the y basis vector
- vUp /= fLength;
-
- // The x basis vector is found simply with the cross product of the y
- // and z basis vectors
- D3DVECTOR vRight = CrossProduct( vUp, vView );
-
- // Start building the matrix. The first three rows contains the basis
- // vectors used to rotate the view to point at the lookat point
- D3DUtil_SetIdentityMatrix( mat );
- mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x;
- mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y;
- mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z;
-
- // Do the translation values (rotations are still about the eyepoint)
- mat._41 = - DotProduct( vFrom, vRight );
- mat._42 = - DotProduct( vFrom, vUp );
- mat._43 = - DotProduct( vFrom, vView );
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetProjectionMatrix()
-// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
-// from the field-of-view (fov, in y), aspect ratio, near plane (D),
-// and far plane (F). Note that the projection matrix is normalized for
-// element [3][4] to be 1.0. This is performed so that W-based range fog
-// will work correctly.
-//-----------------------------------------------------------------------------
-HRESULT D3DUtil_SetProjectionMatrix( D3DMATRIX& mat, FLOAT fFOV, FLOAT fAspect,
- FLOAT fNearPlane, FLOAT fFarPlane )
-{
- if( fabs(fFarPlane-fNearPlane) < 0.01f )
- return E_INVALIDARG;
- if( fabs(sin(fFOV/2)) < 0.01f )
- return E_INVALIDARG;
-
- FLOAT w = fAspect * ( cosf(fFOV/2)/sinf(fFOV/2) );
- FLOAT h = 1.0f * ( cosf(fFOV/2)/sinf(fFOV/2) );
- FLOAT Q = fFarPlane / ( fFarPlane - fNearPlane );
-
- ZeroMemory( &mat, sizeof(D3DMATRIX) );
- mat._11 = w;
- mat._22 = h;
- mat._33 = Q;
- mat._34 = 1.0f;
- mat._43 = -Q*fNearPlane;
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotateXMatrix()
-// Desc: Create Rotation matrix about X axis
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotateXMatrix( D3DMATRIX& mat, FLOAT fRads )
-{
- D3DUtil_SetIdentityMatrix( mat );
- mat._22 = cosf( fRads );
- mat._23 = sinf( fRads );
- mat._32 = -sinf( fRads );
- mat._33 = cosf( fRads );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotateYMatrix()
-// Desc: Create Rotation matrix about Y axis
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotateYMatrix( D3DMATRIX& mat, FLOAT fRads )
-{
- D3DUtil_SetIdentityMatrix( mat );
- mat._11 = cosf( fRads );
- mat._13 = -sinf( fRads );
- mat._31 = sinf( fRads );
- mat._33 = cosf( fRads );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotateZMatrix()
-// Desc: Create Rotation matrix about Z axis
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotateZMatrix( D3DMATRIX& mat, FLOAT fRads )
-{
- D3DUtil_SetIdentityMatrix( mat );
- mat._11 = cosf( fRads );
- mat._12 = sinf( fRads );
- mat._21 = -sinf( fRads );
- mat._22 = cosf( fRads );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotationMatrix
-// Desc: Create a Rotation matrix about vector direction
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotationMatrix( D3DMATRIX& mat, D3DVECTOR& vDir, FLOAT fRads )
-{
- FLOAT fCos = cosf( fRads );
- FLOAT fSin = sinf( fRads );
- D3DVECTOR v = Normalize( vDir );
-
- mat._11 = ( v.x * v.x ) * ( 1.0f - fCos ) + fCos;
- mat._12 = ( v.x * v.y ) * ( 1.0f - fCos ) - (v.z * fSin);
- mat._13 = ( v.x * v.z ) * ( 1.0f - fCos ) + (v.y * fSin);
-
- mat._21 = ( v.y * v.x ) * ( 1.0f - fCos ) + (v.z * fSin);
- mat._22 = ( v.y * v.y ) * ( 1.0f - fCos ) + fCos ;
- mat._23 = ( v.y * v.z ) * ( 1.0f - fCos ) - (v.x * fSin);
-
- mat._31 = ( v.z * v.x ) * ( 1.0f - fCos ) - (v.y * fSin);
- mat._32 = ( v.z * v.y ) * ( 1.0f - fCos ) + (v.x * fSin);
- mat._33 = ( v.z * v.z ) * ( 1.0f - fCos ) + fCos;
-
- mat._14 = mat._24 = mat._34 = 0.0f;
- mat._41 = mat._42 = mat._43 = 0.0f;
- mat._44 = 1.0f;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: _DbgOut()
-// Desc: Outputs a message to the debug stream
-//-----------------------------------------------------------------------------
-HRESULT _DbgOut( TCHAR* strFile, DWORD dwLine, HRESULT hr, TCHAR* strMsg )
-{
- TCHAR buffer[256];
- wsprintf( buffer, _T("%s(%ld): "), strFile, dwLine );
- OutputDebugString( buffer );
- OutputDebugString( strMsg );
-
- if( hr )
- {
- wsprintf( buffer, _T("(hr=%08lx)\n"), hr );
- OutputDebugString( buffer );
- }
-
- OutputDebugString( _T("\n") );
-
- return hr;
-}
-
-
-
+// * This file is part of the COLOBOT source code +// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch +// * +// * This program is free software: you can redistribute it and/or modify +// * it under the terms of the GNU General Public License as published by +// * the Free Software Foundation, either version 3 of the License, or +// * (at your option) any later version. +// * +// * This program is distributed in the hope that it will be useful, +// * but WITHOUT ANY WARRANTY; without even the implied warranty of +// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// * GNU General Public License for more details. +// * +// * You should have received a copy of the GNU General Public License +// * along with this program. If not, see http://www.gnu.org/licenses/. + +//----------------------------------------------------------------------------- +// File: D3DUtil.cpp +// +// Desc: Shortcut macros and functions for using DX objects +// +// +// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved +//----------------------------------------------------------------------------- +#include <math.h> +#include <stdio.h> +#include <tchar.h> +#include "old/d3dutil.h" + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_GetDXSDKMediaPath() +// Desc: Returns the DirectX SDK media path, as stored in the system registry +// during the SDK install. +//----------------------------------------------------------------------------- +const TCHAR* D3DUtil_GetDXSDKMediaPath() +{ + static TCHAR strNull[2] = _T(""); + static TCHAR strPath[512]; + HKEY key; + DWORD type, size = 512; + + // Open the appropriate registry key + LONG result = RegOpenKeyEx( HKEY_LOCAL_MACHINE, + _T("Software\\Microsoft\\DirectX"), + 0, KEY_READ, &key ); + if( ERROR_SUCCESS != result ) + return strNull; + + result = RegQueryValueEx( key, _T("DXSDK Samples Path"), NULL, + &type, (BYTE*)strPath, &size ); + RegCloseKey( key ); + + if( ERROR_SUCCESS != result ) + return strNull; + + lstrcat( strPath, _T("\\D3DIM\\Media\\") ); + + return strPath; +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_InitSurfaceDesc() +// Desc: Helper function called to build a DDSURFACEDESC2 structure, +// typically before calling CreateSurface() or GetSurfaceDesc() +//----------------------------------------------------------------------------- +VOID D3DUtil_InitSurfaceDesc( DDSURFACEDESC2& ddsd, DWORD dwFlags, + DWORD dwCaps ) +{ + ZeroMemory( &ddsd, sizeof(ddsd) ); + ddsd.dwSize = sizeof(ddsd); + ddsd.dwFlags = dwFlags; + ddsd.ddsCaps.dwCaps = dwCaps; + ddsd.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT); +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_InitMaterial() +// Desc: Helper function called to build a D3DMATERIAL7 structure +//----------------------------------------------------------------------------- +VOID D3DUtil_InitMaterial( D3DMATERIAL7& mtrl, FLOAT r, FLOAT g, FLOAT b, + FLOAT a ) +{ + ZeroMemory( &mtrl, sizeof(D3DMATERIAL7) ); + mtrl.dcvDiffuse.r = mtrl.dcvAmbient.r = r; + mtrl.dcvDiffuse.g = mtrl.dcvAmbient.g = g; + mtrl.dcvDiffuse.b = mtrl.dcvAmbient.b = b; + mtrl.dcvDiffuse.a = mtrl.dcvAmbient.a = a; +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_InitLight() +// Desc: Initializes a D3DLIGHT7 structure +//----------------------------------------------------------------------------- +VOID D3DUtil_InitLight( D3DLIGHT7& light, D3DLIGHTTYPE ltType, + FLOAT x, FLOAT y, FLOAT z ) +{ + ZeroMemory( &light, sizeof(D3DLIGHT7) ); + light.dltType = ltType; + light.dcvDiffuse.r = 1.0f; + light.dcvDiffuse.g = 1.0f; + light.dcvDiffuse.b = 1.0f; + light.dcvSpecular = light.dcvDiffuse; + light.dvPosition.x = light.dvDirection.x = x; + light.dvPosition.y = light.dvDirection.y = y; + light.dvPosition.z = light.dvDirection.z = z; + light.dvAttenuation0 = 1.0f; + light.dvRange = D3DLIGHT_RANGE_MAX; +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_SetViewMatrix() +// Desc: Given an eye point, a lookat point, and an up vector, this +// function builds a 4x4 view matrix. +//----------------------------------------------------------------------------- +HRESULT D3DUtil_SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom, + D3DVECTOR& vAt, D3DVECTOR& vWorldUp ) +{ + // Get the z basis vector, which points straight ahead. This is the + // difference from the eyepoint to the lookat point. + D3DVECTOR vView = vAt - vFrom; + + FLOAT fLength = Magnitude( vView ); + if( fLength < 1e-6f ) + return E_INVALIDARG; + + // Normalize the z basis vector + vView /= fLength; + + // Get the dot product, and calculate the projection of the z basis + // vector onto the up vector. The projection is the y basis vector. + FLOAT fDotProduct = DotProduct( vWorldUp, vView ); + + D3DVECTOR vUp = vWorldUp - fDotProduct * vView; + + // If this vector has near-zero length because the input specified a + // bogus up vector, let's try a default up vector + if( 1e-6f > ( fLength = Magnitude( vUp ) ) ) + { + vUp = D3DVECTOR( 0.0f, 1.0f, 0.0f ) - vView.y * vView; + + // If we still have near-zero length, resort to a different axis. + if( 1e-6f > ( fLength = Magnitude( vUp ) ) ) + { + vUp = D3DVECTOR( 0.0f, 0.0f, 1.0f ) - vView.z * vView; + + if( 1e-6f > ( fLength = Magnitude( vUp ) ) ) + return E_INVALIDARG; + } + } + + // Normalize the y basis vector + vUp /= fLength; + + // The x basis vector is found simply with the cross product of the y + // and z basis vectors + D3DVECTOR vRight = CrossProduct( vUp, vView ); + + // Start building the matrix. The first three rows contains the basis + // vectors used to rotate the view to point at the lookat point + D3DUtil_SetIdentityMatrix( mat ); + mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x; + mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y; + mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z; + + // Do the translation values (rotations are still about the eyepoint) + mat._41 = - DotProduct( vFrom, vRight ); + mat._42 = - DotProduct( vFrom, vUp ); + mat._43 = - DotProduct( vFrom, vView ); + + return S_OK; +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_SetProjectionMatrix() +// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built +// from the field-of-view (fov, in y), aspect ratio, near plane (D), +// and far plane (F). Note that the projection matrix is normalized for +// element [3][4] to be 1.0. This is performed so that W-based range fog +// will work correctly. +//----------------------------------------------------------------------------- +HRESULT D3DUtil_SetProjectionMatrix( D3DMATRIX& mat, FLOAT fFOV, FLOAT fAspect, + FLOAT fNearPlane, FLOAT fFarPlane ) +{ + if( fabs(fFarPlane-fNearPlane) < 0.01f ) + return E_INVALIDARG; + if( fabs(sin(fFOV/2)) < 0.01f ) + return E_INVALIDARG; + + FLOAT w = fAspect * ( cosf(fFOV/2)/sinf(fFOV/2) ); + FLOAT h = 1.0f * ( cosf(fFOV/2)/sinf(fFOV/2) ); + FLOAT Q = fFarPlane / ( fFarPlane - fNearPlane ); + + ZeroMemory( &mat, sizeof(D3DMATRIX) ); + mat._11 = w; + mat._22 = h; + mat._33 = Q; + mat._34 = 1.0f; + mat._43 = -Q*fNearPlane; + + return S_OK; +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_SetRotateXMatrix() +// Desc: Create Rotation matrix about X axis +//----------------------------------------------------------------------------- +VOID D3DUtil_SetRotateXMatrix( D3DMATRIX& mat, FLOAT fRads ) +{ + D3DUtil_SetIdentityMatrix( mat ); + mat._22 = cosf( fRads ); + mat._23 = sinf( fRads ); + mat._32 = -sinf( fRads ); + mat._33 = cosf( fRads ); +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_SetRotateYMatrix() +// Desc: Create Rotation matrix about Y axis +//----------------------------------------------------------------------------- +VOID D3DUtil_SetRotateYMatrix( D3DMATRIX& mat, FLOAT fRads ) +{ + D3DUtil_SetIdentityMatrix( mat ); + mat._11 = cosf( fRads ); + mat._13 = -sinf( fRads ); + mat._31 = sinf( fRads ); + mat._33 = cosf( fRads ); +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_SetRotateZMatrix() +// Desc: Create Rotation matrix about Z axis +//----------------------------------------------------------------------------- +VOID D3DUtil_SetRotateZMatrix( D3DMATRIX& mat, FLOAT fRads ) +{ + D3DUtil_SetIdentityMatrix( mat ); + mat._11 = cosf( fRads ); + mat._12 = sinf( fRads ); + mat._21 = -sinf( fRads ); + mat._22 = cosf( fRads ); +} + + + + +//----------------------------------------------------------------------------- +// Name: D3DUtil_SetRotationMatrix +// Desc: Create a Rotation matrix about vector direction +//----------------------------------------------------------------------------- +VOID D3DUtil_SetRotationMatrix( D3DMATRIX& mat, D3DVECTOR& vDir, FLOAT fRads ) +{ + FLOAT fCos = cosf( fRads ); + FLOAT fSin = sinf( fRads ); + D3DVECTOR v = Normalize( vDir ); + + mat._11 = ( v.x * v.x ) * ( 1.0f - fCos ) + fCos; + mat._12 = ( v.x * v.y ) * ( 1.0f - fCos ) - (v.z * fSin); + mat._13 = ( v.x * v.z ) * ( 1.0f - fCos ) + (v.y * fSin); + + mat._21 = ( v.y * v.x ) * ( 1.0f - fCos ) + (v.z * fSin); + mat._22 = ( v.y * v.y ) * ( 1.0f - fCos ) + fCos ; + mat._23 = ( v.y * v.z ) * ( 1.0f - fCos ) - (v.x * fSin); + + mat._31 = ( v.z * v.x ) * ( 1.0f - fCos ) - (v.y * fSin); + mat._32 = ( v.z * v.y ) * ( 1.0f - fCos ) + (v.x * fSin); + mat._33 = ( v.z * v.z ) * ( 1.0f - fCos ) + fCos; + + mat._14 = mat._24 = mat._34 = 0.0f; + mat._41 = mat._42 = mat._43 = 0.0f; + mat._44 = 1.0f; +} + + + + +//----------------------------------------------------------------------------- +// Name: _DbgOut() +// Desc: Outputs a message to the debug stream +//----------------------------------------------------------------------------- +HRESULT _DbgOut( TCHAR* strFile, DWORD dwLine, HRESULT hr, TCHAR* strMsg ) +{ + TCHAR buffer[256]; + wsprintf( buffer, _T("%s(%ld): "), strFile, dwLine ); + OutputDebugString( buffer ); + OutputDebugString( strMsg ); + + if( hr ) + { + wsprintf( buffer, _T("(hr=%08lx)\n"), hr ); + OutputDebugString( buffer ); + } + + OutputDebugString( _T("\n") ); + + return hr; +} + + + |