// * 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 //----------------------------------------------------------------------------- #define D3D_OVERLOADS #define STRICT #include #include #include #include "graphics/d3d/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; }