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312 lines
11 KiB
C++
312 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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// File: D3DUtil.cpp
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//
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// Desc: Shortcut macros and functions for using DirectX objects
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//
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// Copyright (c) Microsoft Corporation. All rights reserved
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//-----------------------------------------------------------------------------
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#define D3D_OVERLOADS
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#include <math.h>
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#include "include/D3DUtil.h"
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#ifndef _T
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#define _T TEXT
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#endif
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_GetDXSDKMediaPath()
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// Desc: Returns the DirectX SDK media path, as stored in the system registry
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// during the SDK install.
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//-----------------------------------------------------------------------------
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// MATCH
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const TCHAR* D3DUtil_GetDXSDKMediaPath()
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{
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static TCHAR strNull[2] = _T("");
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static TCHAR strPath[MAX_PATH + 20];
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HKEY hKey;
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DWORD type, size=MAX_PATH;
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// Open the appropriate registry key
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LONG result = RegOpenKeyEx( HKEY_LOCAL_MACHINE,
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_T("Software\\Microsoft\\DirectX SDK"),
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0, KEY_READ, &hKey );
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if( ERROR_SUCCESS != result )
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return strNull;
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result = RegQueryValueEx( hKey, _T("DX9S4SDK Samples Path"), NULL,
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&type, (BYTE*)strPath, &size );
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if( ERROR_SUCCESS != result )
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{
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result = RegQueryValueEx( hKey, _T("DX81SDK Samples Path"), NULL,
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&type, (BYTE*)strPath, &size );
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if( ERROR_SUCCESS != result )
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{
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result = RegQueryValueEx( hKey, _T("DX8SDK Samples Path"), NULL,
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&type, (BYTE*)strPath, &size );
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if( ERROR_SUCCESS != result )
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{
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RegCloseKey( hKey );
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return strNull;
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}
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}
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}
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RegCloseKey( hKey );
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lstrcat( strPath, _T("\\D3DIM\\Media\\") );
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return strPath;
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_InitSurfaceDesc()
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// Desc: Helper function called to build a DDSURFACEDESC2 structure,
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// typically before calling CreateSurface() or GetSurfaceDesc()
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//-----------------------------------------------------------------------------
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// MATCH
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VOID D3DUtil_InitSurfaceDesc( DDSURFACEDESC2& ddsd, DWORD dwFlags,
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DWORD dwCaps )
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{
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ZeroMemory( &ddsd, sizeof(ddsd) );
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ddsd.dwSize = sizeof(ddsd);
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ddsd.dwFlags = dwFlags;
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ddsd.ddsCaps.dwCaps = dwCaps;
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ddsd.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT);
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_InitMaterial()
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// Desc: Helper function called to build a D3DMATERIAL7 structure
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//-----------------------------------------------------------------------------
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VOID D3DUtil_InitMaterial( D3DMATERIAL7& mtrl, FLOAT r, FLOAT g, FLOAT b,
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FLOAT a )
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{
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ZeroMemory( &mtrl, sizeof(D3DMATERIAL7) );
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mtrl.dcvDiffuse.r = mtrl.dcvAmbient.r = r;
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mtrl.dcvDiffuse.g = mtrl.dcvAmbient.g = g;
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mtrl.dcvDiffuse.b = mtrl.dcvAmbient.b = b;
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mtrl.dcvDiffuse.a = mtrl.dcvAmbient.a = a;
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_InitLight()
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// Desc: Initializes a D3DLIGHT7 structure
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//-----------------------------------------------------------------------------
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VOID D3DUtil_InitLight( D3DLIGHT7& light, D3DLIGHTTYPE ltType,
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FLOAT x, FLOAT y, FLOAT z )
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{
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ZeroMemory( &light, sizeof(D3DLIGHT7) );
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light.dltType = ltType;
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light.dcvDiffuse.r = 1.0f;
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light.dcvDiffuse.g = 1.0f;
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light.dcvDiffuse.b = 1.0f;
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light.dcvSpecular = light.dcvDiffuse;
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light.dvPosition.x = light.dvDirection.x = x;
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light.dvPosition.y = light.dvDirection.y = y;
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light.dvPosition.z = light.dvDirection.z = z;
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light.dvAttenuation0 = 1.0f;
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light.dvRange = D3DLIGHT_RANGE_MAX;
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetViewMatrix()
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// Desc: Given an eye point, a lookat point, and an up vector, this
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// function builds a 4x4 view matrix.
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//-----------------------------------------------------------------------------
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// MATCH
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HRESULT D3DUtil_SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom,
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D3DVECTOR& vAt, D3DVECTOR& vWorldUp )
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{
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// Get the z basis vector, which points straight ahead. This is the
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// difference from the eyepoint to the lookat point.
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D3DVECTOR vView = vAt - vFrom;
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FLOAT fLength = Magnitude( vView );
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if( fLength < 1e-6f )
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return E_INVALIDARG;
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// Normalize the z basis vector
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vView /= fLength;
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// Get the dot product, and calculate the projection of the z basis
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// vector onto the up vector. The projection is the y basis vector.
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FLOAT fDotProduct = DotProduct( vWorldUp, vView );
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D3DVECTOR vUp = vWorldUp - fDotProduct * vView;
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// If this vector has near-zero length because the input specified a
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// bogus up vector, let's try a default up vector
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if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
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{
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vUp = D3DVECTOR( 0.0f, 1.0f, 0.0f ) - vView.y * vView;
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// If we still have near-zero length, resort to a different axis.
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if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
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{
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vUp = D3DVECTOR( 0.0f, 0.0f, 1.0f ) - vView.z * vView;
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if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
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return E_INVALIDARG;
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}
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}
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// Normalize the y basis vector
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vUp /= fLength;
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// The x basis vector is found simply with the cross product of the y
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// and z basis vectors
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D3DVECTOR vRight = CrossProduct( vUp, vView );
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// Start building the matrix. The first three rows contains the basis
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// vectors used to rotate the view to point at the lookat point
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D3DUtil_SetIdentityMatrix( mat );
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mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x;
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mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y;
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mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z;
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// Do the translation values (rotations are still about the eyepoint)
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mat._41 = - DotProduct( vFrom, vRight );
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mat._42 = - DotProduct( vFrom, vUp );
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mat._43 = - DotProduct( vFrom, vView );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetProjectionMatrix()
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// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
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// from the field-of-view (fov, in y), aspect ratio, near plane (D),
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// and far plane (F). Note that the projection matrix is normalized for
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// element [3][4] to be 1.0. This is performed so that W-based range fog
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// will work correctly.
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//-----------------------------------------------------------------------------
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// MATCH
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HRESULT D3DUtil_SetProjectionMatrix( D3DMATRIX& mat, FLOAT fFOV, FLOAT fAspect,
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FLOAT fNearPlane, FLOAT fFarPlane )
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{
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if( fabs(fFarPlane-fNearPlane) < 0.01f )
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return E_INVALIDARG;
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if( fabs(sin(fFOV/2)) < 0.01f )
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return E_INVALIDARG;
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FLOAT w = fAspect * ( cosf(fFOV/2)/sinf(fFOV/2) );
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FLOAT h = 1.0f * ( cosf(fFOV/2)/sinf(fFOV/2) );
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FLOAT Q = fFarPlane / ( fFarPlane - fNearPlane );
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ZeroMemory( &mat, sizeof(D3DMATRIX) );
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mat._11 = w;
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mat._22 = h;
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mat._33 = Q;
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mat._34 = 1.0f;
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mat._43 = -Q*fNearPlane;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetRotateXMatrix()
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// Desc: Create Rotation matrix about X axis
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//-----------------------------------------------------------------------------
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// MATCH
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VOID D3DUtil_SetRotateXMatrix( D3DMATRIX& mat, FLOAT fRads )
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{
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D3DUtil_SetIdentityMatrix( mat );
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mat._22 = cosf( fRads );
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mat._23 = sinf( fRads );
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mat._32 = -sinf( fRads );
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mat._33 = cosf( fRads );
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetRotateYMatrix()
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// Desc: Create Rotation matrix about Y axis
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//-----------------------------------------------------------------------------
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// MATCH
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VOID D3DUtil_SetRotateYMatrix( D3DMATRIX& mat, FLOAT fRads )
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{
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D3DUtil_SetIdentityMatrix( mat );
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mat._11 = cosf( fRads );
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mat._13 = -sinf( fRads );
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mat._31 = sinf( fRads );
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mat._33 = cosf( fRads );
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetRotateZMatrix()
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// Desc: Create Rotation matrix about Z axis
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//-----------------------------------------------------------------------------
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// MATCH
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VOID D3DUtil_SetRotateZMatrix( D3DMATRIX& mat, FLOAT fRads )
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{
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D3DUtil_SetIdentityMatrix( mat );
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mat._11 = cosf( fRads );
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mat._12 = sinf( fRads );
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mat._21 = -sinf( fRads );
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mat._22 = cosf( fRads );
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}
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetRotationMatrix
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// Desc: Create a Rotation matrix about vector direction
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//-----------------------------------------------------------------------------
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// MATCH
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VOID D3DUtil_SetRotationMatrix( D3DMATRIX& mat, D3DVECTOR& vDir, FLOAT fRads )
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{
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FLOAT fCos = cosf( fRads );
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FLOAT fSin = sinf( fRads );
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D3DVECTOR v = Normalize( vDir );
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mat._11 = ( v.x * v.x ) * ( 1.0f - fCos ) + fCos;
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mat._12 = ( v.x * v.y ) * ( 1.0f - fCos ) - (v.z * fSin);
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mat._13 = ( v.x * v.z ) * ( 1.0f - fCos ) + (v.y * fSin);
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mat._21 = ( v.y * v.x ) * ( 1.0f - fCos ) + (v.z * fSin);
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mat._22 = ( v.y * v.y ) * ( 1.0f - fCos ) + fCos ;
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mat._23 = ( v.y * v.z ) * ( 1.0f - fCos ) - (v.x * fSin);
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mat._31 = ( v.z * v.x ) * ( 1.0f - fCos ) - (v.y * fSin);
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mat._32 = ( v.z * v.y ) * ( 1.0f - fCos ) + (v.x * fSin);
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mat._33 = ( v.z * v.z ) * ( 1.0f - fCos ) + fCos;
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mat._14 = mat._24 = mat._34 = 0.0f;
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mat._41 = mat._42 = mat._43 = 0.0f;
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mat._44 = 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Name: _DbgOut()
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// Desc: Outputs a message to the debug stream
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//-----------------------------------------------------------------------------
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// MATCH
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HRESULT _DbgOut( CHAR* strFile, DWORD dwLine, HRESULT hr, TCHAR* strMsg )
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{
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TCHAR buffer[256];
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wsprintf( buffer, _T("%hs(%ld): "), strFile, dwLine );
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OutputDebugString( buffer );
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OutputDebugString( strMsg );
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if( hr != (HRESULT) S_OK )
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{
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wsprintf( buffer, _T("(hr=%08lx)\n"), hr );
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OutputDebugString( buffer );
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}
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OutputDebugString( _T("\n") );
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return hr;
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}
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