Saxum/extern/bullet/Demos/DX11ClothDemo/DXUT/Optional/DXUTcamera.cpp
Fabian Klemp aeb6218d2d Renaming.
2014-10-24 11:49:46 +02:00

1526 lines
56 KiB
C++

//--------------------------------------------------------------------------------------
// 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 < DXUT_MAX_CONTROLLERS; iUserIndex++ )
{
DXUTGetGamepadState( iUserIndex, &m_GamePad[iUserIndex], true, true );
// Mark time if the controller is in a non-zero state
if( m_GamePad[iUserIndex].wButtons ||
m_GamePad[iUserIndex].sThumbLX || m_GamePad[iUserIndex].sThumbLX ||
m_GamePad[iUserIndex].sThumbRX || m_GamePad[iUserIndex].sThumbRY ||
m_GamePad[iUserIndex].bLeftTrigger || m_GamePad[iUserIndex].bRightTrigger )
{
m_GamePadLastActive[iUserIndex] = DXUTGetTime();
}
}
// Find out which controller was non-zero last
int iMostRecentlyActive = -1;
double fMostRecentlyActiveTime = 0.0f;
for( DWORD iUserIndex = 0; iUserIndex < DXUT_MAX_CONTROLLERS; iUserIndex++ )
{
if( m_GamePadLastActive[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() ) {
if (DXUTGetFPS() == 0.0f) fElapsedTime = 0;
else 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;
D3DXHANDLE CDXUTDirectionWidget::s_hRenderWith1LightNoTexture = NULL;
D3DXHANDLE CDXUTDirectionWidget::s_hMaterialDiffuseColor = NULL;
D3DXHANDLE CDXUTDirectionWidget::s_hLightDir = NULL;
D3DXHANDLE CDXUTDirectionWidget::s_hWorldViewProjection = NULL;
D3DXHANDLE CDXUTDirectionWidget::s_hWorld = 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 ) );
// Save technique handles for use when rendering
s_hRenderWith1LightNoTexture = s_pD3D9Effect->GetTechniqueByName( "RenderWith1LightNoTexture" );
s_hMaterialDiffuseColor = s_pD3D9Effect->GetParameterByName( NULL, "g_MaterialDiffuseColor" );
s_hLightDir = s_pD3D9Effect->GetParameterByName( NULL, "g_LightDir" );
s_hWorld = s_pD3D9Effect->GetParameterByName( NULL, "g_mWorld" );
s_hWorldViewProjection = s_pD3D9Effect->GetParameterByName( NULL, "g_mWorldViewProjection" );
// 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 );
}
//--------------------------------------------------------------------------------------
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( s_hRenderWith1LightNoTexture ) );
V( s_pD3D9Effect->SetVector( s_hMaterialDiffuseColor, ( D3DXVECTOR4* )&color ) );
D3DXVECTOR3 vEyePt;
D3DXVec3Normalize( &vEyePt, pEyePt );
V( s_pD3D9Effect->SetValue( s_hLightDir, &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( s_hWorldViewProjection, &mWorldViewProj ) );
V( s_pD3D9Effect->SetMatrix( s_hWorld, &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;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDirectionWidget::StaticOnD3D11CreateDevice( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext )
{
//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::OnRender11( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj,
const D3DXVECTOR3* pEyePt )
{
// NO D3DX11 YET
// 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::StaticOnD3D11DestroyDevice()
{
// SAFE_RELEASE( s_pVertexLayout );
// SAFE_RELEASE( s_pD3D11Effect );
}