1 | /* $Id: d3dhlp.cpp 98103 2023-01-17 14:15:46Z vboxsync $ */
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2 | /** @file
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3 | * Gallium D3D testcase. Various D3D helpers.
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4 | */
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5 |
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6 | /*
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7 | * Copyright (C) 2017-2023 Oracle and/or its affiliates.
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8 | *
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9 | * This file is part of VirtualBox base platform packages, as
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10 | * available from https://www.virtualbox.org.
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11 | *
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12 | * This program is free software; you can redistribute it and/or
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13 | * modify it under the terms of the GNU General Public License
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14 | * as published by the Free Software Foundation, in version 3 of the
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15 | * License.
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16 | *
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17 | * This program is distributed in the hope that it will be useful, but
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18 | * WITHOUT ANY WARRANTY; without even the implied warranty of
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19 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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20 | * General Public License for more details.
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21 | *
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22 | * You should have received a copy of the GNU General Public License
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23 | * along with this program; if not, see <https://www.gnu.org/licenses>.
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24 | *
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25 | * SPDX-License-Identifier: GPL-3.0-only
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26 | */
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27 |
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28 | #include "d3dhlp.h"
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29 | #include <math.h>
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30 |
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31 | /*
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32 | * D3D vector and matrix math helpers.
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33 | */
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34 | void d3dMatrixTranspose(D3DMATRIX *pM)
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35 | {
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36 | int j; /* Row. Only first 3 because diagonal elements are not swapped, i.e. no need to process [3][3]. */
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37 | for (j = 0; j < 3; ++j)
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38 | {
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39 | int i; /* Column, upper right elements. Skip diagonal element [j][j]. */
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40 | for (i = j + 1; i < 4; ++i)
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41 | {
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42 | /* Swap with corresponding bottom left element. */
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43 | const float tmp = pM->m[j][i];
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44 | pM->m[j][i] = pM->m[i][j];
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45 | pM->m[i][j] = tmp;
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46 | }
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47 | }
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48 | }
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49 |
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50 | void d3dMatrixIdentity(D3DMATRIX *pM)
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51 | {
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52 | int j; /* Row. */
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53 | for (j = 0; j < 4; ++j)
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54 | {
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55 | int i; /* Column. */
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56 | for (i = 0; i < 4; ++i)
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57 | {
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58 | pM->m[j][i] = j == i ? 1.0f : 0.0f;
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59 | }
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60 | }
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61 | }
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62 |
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63 | void d3dMatrixScaleTranslation(D3DMATRIX *pM, const float s, const float dx, const float dy, const float dz)
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64 | {
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65 | /*
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66 | * Translation matrix:
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67 | * | s 0 0 0 |
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68 | * | 0 s 0 0 |
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69 | * | 0 0 s 0 |
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70 | * | dx dy dz 1 |
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71 | */
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72 | pM->m[0][0] = s;
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73 | pM->m[0][1] = 0;
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74 | pM->m[0][2] = 0;
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75 | pM->m[0][3] = 0;
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76 |
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77 | pM->m[1][0] = 0;
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78 | pM->m[1][1] = s;
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79 | pM->m[1][2] = 0;
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80 | pM->m[1][3] = 0;
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81 |
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82 | pM->m[2][0] = 0;
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83 | pM->m[2][1] = 0;
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84 | pM->m[2][2] = s;
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85 | pM->m[2][3] = 0;
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86 |
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87 | pM->m[3][0] = dx;
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88 | pM->m[3][1] = dy;
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89 | pM->m[3][2] = dz;
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90 | pM->m[3][3] = 1;
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91 | }
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92 |
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93 | void d3dMatrixRotationAxis(D3DMATRIX *pM, const D3DVECTOR *pV, float angle)
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94 | {
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95 | /*
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96 | * Rotation matrix:
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97 | * | c+x^2*(1-c) x*y*(1-c)+z*s x*z*(1-c)-y*s 0 |
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98 | * | x*y*(1-c)-z*s c+y^2*(1-c) y*z*(1-c)+x*s 0 |
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99 | * | x*z*(1-c)+y*s y*z*(1-c)-x*s c+z^2*(1-c) 0 |
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100 | * | 0 0 0 1 |
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101 | */
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102 | const float c = cos(angle);
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103 | const float s = sin(angle);
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104 | const float x = pV->x;
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105 | const float y = pV->y;
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106 | const float z = pV->z;
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107 |
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108 | pM->m[0][0] = c + x*x*(1-c);
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109 | pM->m[0][1] = x*y*(1-c)+z*s;
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110 | pM->m[0][2] = x*z*(1-c)-y*s;
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111 | pM->m[0][3] = 0;
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112 |
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113 | pM->m[1][0] = x*y*(1-c)-z*s;
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114 | pM->m[1][1] = c+y*y*(1-c);
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115 | pM->m[1][2] = y*z*(1-c)+x*s;
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116 | pM->m[1][3] = 0;
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117 |
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118 | pM->m[2][0] = x*z*(1-c)+y*s;
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119 | pM->m[2][1] = y*z*(1-c)-x*s;
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120 | pM->m[2][2] = c+z*z*(1-c);
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121 | pM->m[2][3] = 0;
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122 |
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123 | pM->m[3][0] = 0;
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124 | pM->m[3][1] = 0;
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125 | pM->m[3][2] = 0;
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126 | pM->m[3][3] = 1;
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127 | }
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128 |
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129 | void d3dMatrixView(D3DMATRIX *pM, const D3DVECTOR *pR, const D3DVECTOR *pU, const D3DVECTOR *pL, const D3DVECTOR *pP)
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130 | {
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131 | /*
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132 | * Camera coordinate system vectors:
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133 | * *pR = r = right = x
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134 | * *pU = u = up = y
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135 | * *pL = l = look = z
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136 | * *pP = p = position
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137 | *
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138 | * View matrix:
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139 | * | r.x u.x l.x 0 |
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140 | * | r.y u.y l.y 0 |
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141 | * | r.z u.z l.z 0 |
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142 | * | -pr -pu -pl 1 |
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143 | *
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144 | */
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145 |
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146 | pM->m[0][0] = pR->x;
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147 | pM->m[0][1] = pU->x;
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148 | pM->m[0][2] = pL->x;
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149 | pM->m[0][3] = 0.0f;
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150 |
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151 | pM->m[1][0] = pR->y;
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152 | pM->m[1][1] = pU->y;
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153 | pM->m[1][2] = pL->y;
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154 | pM->m[1][3] = 0.0f;
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155 |
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156 | pM->m[2][0] = pR->z;
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157 | pM->m[2][1] = pU->z;
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158 | pM->m[2][2] = pL->z;
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159 | pM->m[2][3] = 0.0f;
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160 |
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161 | pM->m[3][0] = -d3dVectorDot(pP, pR);
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162 | pM->m[3][1] = -d3dVectorDot(pP, pU);
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163 | pM->m[3][2] = -d3dVectorDot(pP, pL);
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164 | pM->m[3][3] = 1.0f;
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165 | }
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166 |
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167 | void d3dMatrixPerspectiveProjection(D3DMATRIX *pM, float verticalFoV, float aspectRatio, float zNear, float zFar)
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168 | {
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169 | /*
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170 | * Perspective projection matrix.
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171 | *
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172 | * a = verticalFoV = vertical field of view angle.
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173 | * R = aspectRatio = width / height of the view window.
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174 | * n = zNear = near Z plane
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175 | * f = zFar = far Z plane
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176 | *
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177 | * | 1/(R*tan(a/2)) 0 0 0 |
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178 | * | 0 1/tan(a/2) 0 0 |
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179 | * | 0 0 f/(f-n) 1 |
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180 | * | 0 0 -f*n/(f-n) 0 |
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181 | */
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182 | const float reciprocalTan2 = 1.0f / tan(verticalFoV / 2.0f);
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183 | const float zRange = zFar - zNear;
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184 |
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185 | pM->m[0][0] = reciprocalTan2 / aspectRatio;
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186 | pM->m[0][1] = 0;
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187 | pM->m[0][2] = 0;
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188 | pM->m[0][3] = 0;
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189 |
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190 | pM->m[1][0] = 0;
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191 | pM->m[1][1] = reciprocalTan2;
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192 | pM->m[1][2] = 0;
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193 | pM->m[1][3] = 0;
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194 |
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195 | pM->m[2][0] = 0;
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196 | pM->m[2][1] = 0;
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197 | pM->m[2][2] = zFar / zRange;
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198 | pM->m[2][3] = 1;
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199 |
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200 | pM->m[3][0] = 0;
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201 | pM->m[3][1] = 0;
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202 | pM->m[3][2] = - zNear * zFar / zRange;
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203 | pM->m[3][3] = 0;
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204 | }
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205 |
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206 | void d3dMatrixMultiply(D3DMATRIX *pM, const D3DMATRIX *pM1, const D3DMATRIX *pM2)
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207 | {
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208 | /* *pM = *pM1 * *pM2 */
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209 | int j; /* Row. */
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210 | for (j = 0; j < 4; ++j)
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211 | {
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212 | int i; /* Column. */
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213 | for (i = 0; i < 4; ++i)
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214 | {
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215 | /* Row by Column */
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216 | pM->m[j][i] = pM1->m[j][0] * pM2->m[0][i]
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217 | + pM1->m[j][1] * pM2->m[1][i]
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218 | + pM1->m[j][2] * pM2->m[2][i]
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219 | + pM1->m[j][3] * pM2->m[3][i];
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220 | }
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221 | }
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222 | }
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223 |
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224 | void d3dVectorMatrixMultiply(D3DVECTOR *pR, const D3DVECTOR *pV, float w, const D3DMATRIX *pM)
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225 | {
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226 | /* Vector row by matrix columns */
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227 | const float x = pV->x;
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228 | const float y = pV->y;
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229 | const float z = pV->z;
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230 | pR->x = x * pM->m[0][0] + y * pM->m[1][0] + z * pM->m[2][0] + w * pM->m[3][0];
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231 | pR->y = x * pM->m[0][1] + y * pM->m[1][1] + z * pM->m[2][1] + w * pM->m[3][1];
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232 | pR->z = x * pM->m[0][2] + y * pM->m[1][2] + z * pM->m[2][2] + w * pM->m[3][2];
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233 | }
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234 |
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235 | void d3dVectorNormalize(D3DVECTOR *pV)
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236 | {
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237 | const float Length = sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
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238 | if (Length > 0.0f)
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239 | {
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240 | pV->x /= Length;
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241 | pV->y /= Length;
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242 | pV->z /= Length;
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243 | }
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244 | }
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245 |
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246 | void d3dVectorCross(D3DVECTOR *pC, const D3DVECTOR *pV1, const D3DVECTOR *pV2)
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247 | {
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248 | /*
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249 | * | i j k |
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250 | * | v1.x v1.y v1.z |
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251 | * | v2.x v2.y v2.z |
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252 | */
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253 | pC->x = pV1->y * pV2->z - pV2->y * pV1->z;
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254 | pC->y = -pV1->x * pV2->z + pV2->x * pV1->z;
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255 | pC->z = pV1->x * pV2->y - pV2->x * pV1->y;
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256 | }
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257 |
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258 |
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259 | float d3dVectorDot(const D3DVECTOR *pV1, const D3DVECTOR *pV2)
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260 | {
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261 | return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
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262 | }
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263 |
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264 | void d3dVectorInit(D3DVECTOR *pV, float x, float y, float z)
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265 | {
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266 | pV->x = x;
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267 | pV->y = y;
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268 | pV->z = z;
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269 | }
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270 |
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271 |
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272 | /*
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273 | * Helper to compute view and projection matrices for a camera.
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274 | */
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275 | D3DCamera::D3DCamera()
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276 | {
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277 | d3dMatrixIdentity(&mView);
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278 | d3dMatrixIdentity(&mProjection);
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279 | d3dMatrixIdentity(&mViewProjection);
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280 |
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281 | d3dVectorInit(&mPosition, 0.0f, 0.0f, 0.0f);
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282 | d3dVectorInit(&mRight, 1.0f, 0.0f, 0.0f);
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283 | d3dVectorInit(&mUp, 0.0f, 1.0f, 0.0f);
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284 | d3dVectorInit(&mLook, 0.0f, 0.0f, 1.0f);
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285 |
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286 | mTime = 0.0f;
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287 | }
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288 |
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289 | const D3DMATRIX *D3DCamera::ViewProjection(void)
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290 | {
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291 | return &mViewProjection;
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292 | }
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293 |
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294 | void D3DCamera::SetupAt(const D3DVECTOR *pPos, const D3DVECTOR *pAt, const D3DVECTOR *pUp)
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295 | {
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296 | mLook.x = pAt->x - pPos->x;
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297 | mLook.y = pAt->y - pPos->y;
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298 | mLook.z = pAt->z - pPos->z;
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299 | d3dVectorNormalize(&mLook);
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300 |
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301 | d3dVectorCross(&mRight, pUp, &mLook);
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302 | d3dVectorNormalize(&mRight);
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303 |
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304 | d3dVectorCross(&mUp, &mLook, &mRight);
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305 | d3dVectorNormalize(&mUp);
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306 |
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307 | mPosition = *pPos;
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308 |
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309 | computeView();
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310 | d3dMatrixMultiply(&mViewProjection, &mView, &mProjection);
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311 | }
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312 |
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313 | void D3DCamera::SetProjection(float verticalFoV, float aspectRatio, float zNear, float zFar)
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314 | {
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315 | d3dMatrixPerspectiveProjection(&mProjection, verticalFoV, aspectRatio, zNear, zFar);
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316 | d3dMatrixMultiply(&mViewProjection, &mView, &mProjection);
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317 | }
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318 |
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319 | void D3DCamera::TimeAdvance(float dt)
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320 | {
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321 | mTime += dt;
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322 |
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323 | const float xAngleCam = 3.14f / 4.0f * sin(mTime * 3.14f / 9.0f); /* About camera X axis. */
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324 | const float yAngleW = mTime * 3.14f / 4.0f; /* Rotate about world Y axis. */
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325 |
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326 | const D3DVECTOR xAxis = { 1.0f, 0.0f, 0.0f };
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327 | const D3DVECTOR yAxis = { 0.0f, 1.0f, 0.0f };
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328 | const D3DVECTOR zAxis = { 0.0f, 0.0f, 1.0f };
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329 |
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330 | /* Start from scratch. */
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331 | mRight = xAxis;
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332 | mUp = yAxis;
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333 | mLook = zAxis;
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334 |
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335 | D3DMATRIX R;
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336 |
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337 | /* Rotate the camera up and look vectors about the right vector. */
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338 | d3dMatrixRotationAxis(&R, &mRight, xAngleCam);
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339 | d3dVectorMatrixMultiply(&mUp, &mUp, 0.0f, &R);
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340 | d3dVectorMatrixMultiply(&mLook, &mLook, 0.0f, &R);
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341 |
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342 | /* Rotate camera axes about the world Y axis. */
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343 | d3dMatrixRotationAxis(&R, &yAxis, yAngleW);
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344 | d3dVectorMatrixMultiply(&mRight, &mRight, 0.0f, &R);
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345 | d3dVectorMatrixMultiply(&mUp, &mUp, 0.0f, &R);
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346 | d3dVectorMatrixMultiply(&mLook, &mLook, 0.0f, &R);
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347 |
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348 | computeView();
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349 | d3dMatrixMultiply(&mViewProjection, &mView, &mProjection);
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350 | }
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351 |
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352 | void D3DCamera::computeView(void)
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353 | {
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354 | /* Vectors of the ñamera coordinate system must be orthonormal. */
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355 | d3dVectorNormalize(&mLook);
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356 |
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357 | d3dVectorCross(&mUp, &mLook, &mRight);
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358 | d3dVectorNormalize(&mUp);
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359 |
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360 | d3dVectorCross(&mRight, &mUp, &mLook);
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361 | d3dVectorNormalize(&mRight);
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362 |
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363 | d3dMatrixView(&mView, &mRight, &mUp, &mLook, &mPosition);
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364 | }
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365 |
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366 | /* Create and initialize IDirect3DCubeTexture9. */
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367 | HRESULT d3dCreateCubeTexture(IDirect3DDevice9 *pDevice, IDirect3DCubeTexture9 **ppCubeTexture)
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368 | {
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369 | HRESULT hr = S_OK;
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370 |
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371 | /* Create a texture in memory. Test transfer D3DPOOL_SYSTEMMEM -> D3DPOOL_DEFAULT */
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372 | UINT EdgeLength = 256;
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373 | UINT Levels = 8; /* Greater than number of faces. */
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374 | DWORD Usage = 0;
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375 | D3DFORMAT Format = D3DFMT_A8R8G8B8;
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376 | D3DPOOL Pool = D3DPOOL_SYSTEMMEM;
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377 |
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378 | IDirect3DCubeTexture9 *pMemTex = NULL;
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379 | HTEST(pDevice->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, &pMemTex, NULL));
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380 |
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381 | /* Initialize texture content. */
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382 | int iFace;
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383 | for (iFace = 0; iFace < 6; ++iFace)
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384 | {
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385 | DWORD Color;
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386 | D3DCUBEMAP_FACES Face;
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387 | switch (iFace)
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388 | {
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389 | case 0: Face = D3DCUBEMAP_FACE_POSITIVE_X; Color = 0xfff0f0f0; break; /* Almost white */
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390 | case 1: Face = D3DCUBEMAP_FACE_NEGATIVE_X; Color = 0xff7f7f7f; break; /* Gray */
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391 | case 2: Face = D3DCUBEMAP_FACE_POSITIVE_Y; Color = 0xff0000ff; break; /* Blue */
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392 | case 3: Face = D3DCUBEMAP_FACE_NEGATIVE_Y; Color = 0xff00007f; break; /* Darker blue */
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393 | case 4: Face = D3DCUBEMAP_FACE_POSITIVE_Z; Color = 0xff00ff00; break; /* Green */
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394 | default:
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395 | case 5: Face = D3DCUBEMAP_FACE_NEGATIVE_Z; Color = 0xff007f00; break; /* Darker green */
|
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396 | }
|
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397 |
|
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398 | UINT Level;
|
---|
399 | for (Level = 0; Level < Levels; ++Level)
|
---|
400 | {
|
---|
401 | IDirect3DSurface9 *pCubeMapSurface = NULL;
|
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402 | HTEST(pMemTex->GetCubeMapSurface(Face, Level, &pCubeMapSurface));
|
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403 |
|
---|
404 | D3DSURFACE_DESC Desc;
|
---|
405 | HTEST(pCubeMapSurface->GetDesc(&Desc));
|
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406 |
|
---|
407 | D3DLOCKED_RECT LockedRect;
|
---|
408 | HTEST(pCubeMapSurface->LockRect(&LockedRect, NULL, D3DLOCK_DISCARD));
|
---|
409 |
|
---|
410 | UINT y;
|
---|
411 | BYTE *pb = (BYTE *)LockedRect.pBits;
|
---|
412 | for (y = 0; y < Desc.Height; ++y)
|
---|
413 | {
|
---|
414 | UINT x;
|
---|
415 | for (x = 0; x < Desc.Width; ++x)
|
---|
416 | {
|
---|
417 | DWORD *pdw = (DWORD *)pb;
|
---|
418 | pdw[x] = Color;
|
---|
419 | }
|
---|
420 | pb += LockedRect.Pitch;
|
---|
421 | }
|
---|
422 |
|
---|
423 | HTEST(pCubeMapSurface->UnlockRect());
|
---|
424 |
|
---|
425 | pCubeMapSurface->Release();
|
---|
426 | }
|
---|
427 | }
|
---|
428 |
|
---|
429 | /* Create actual texture. */
|
---|
430 | Pool = D3DPOOL_DEFAULT;
|
---|
431 |
|
---|
432 | IDirect3DCubeTexture9 *pCubeTex = NULL;
|
---|
433 | HTEST(pDevice->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, &pCubeTex, NULL));
|
---|
434 |
|
---|
435 | /* Copy texture content. */
|
---|
436 | HTEST(pDevice->UpdateTexture(pMemTex, pCubeTex));
|
---|
437 |
|
---|
438 | /* Do not need the bounce texture anymore. */
|
---|
439 | pMemTex->Release();
|
---|
440 |
|
---|
441 | *ppCubeTexture = pCubeTex;
|
---|
442 | return hr;
|
---|
443 | }
|
---|
444 |
|
---|
445 | /* Create IDirect3DVertexBuffer9 with vertices for a cube. */
|
---|
446 | HRESULT d3dCreateCubeVertexBuffer(IDirect3DDevice9 *pDevice, float EdgeLength, IDirect3DVertexBuffer9 **ppVertexBuffer)
|
---|
447 | {
|
---|
448 | /* Create vertices of a cube (no indexing). Layout: 3x float.
|
---|
449 | * Arbitrary winding order, will use D3DRS_CULLMODE = D3DCULL_NONE.
|
---|
450 | */
|
---|
451 |
|
---|
452 | static float aVertices[6 * 6 * 3] =
|
---|
453 | {
|
---|
454 | /* POSITIVE_X */
|
---|
455 | /* Triangle 1 */
|
---|
456 | 1.0f, -1.0f, -1.0f,
|
---|
457 | 1.0f, -1.0f, 1.0f,
|
---|
458 | 1.0f, 1.0f, 1.0f,
|
---|
459 | /* Triangle 2 */
|
---|
460 | 1.0f, -1.0f, -1.0f,
|
---|
461 | 1.0f, 1.0f, 1.0f,
|
---|
462 | 1.0f, 1.0f, -1.0f,
|
---|
463 |
|
---|
464 | /* NEGATIVE_X */
|
---|
465 | /* Triangle 1 */
|
---|
466 | -1.0f, -1.0f, -1.0f,
|
---|
467 | -1.0f, -1.0f, 1.0f,
|
---|
468 | -1.0f, 1.0f, 1.0f,
|
---|
469 | /* Triangle 2 */
|
---|
470 | -1.0f, -1.0f, -1.0f,
|
---|
471 | -1.0f, 1.0f, 1.0f,
|
---|
472 | -1.0f, 1.0f, -1.0f,
|
---|
473 |
|
---|
474 | /* POSITIVE_Y */
|
---|
475 | /* Triangle 1 */
|
---|
476 | -1.0f, 1.0f, -1.0f,
|
---|
477 | -1.0f, 1.0f, 1.0f,
|
---|
478 | 1.0f, 1.0f, 1.0f,
|
---|
479 | /* Triangle 2 */
|
---|
480 | -1.0f, 1.0f, -1.0f,
|
---|
481 | 1.0f, 1.0f, 1.0f,
|
---|
482 | 1.0f, 1.0f, -1.0f,
|
---|
483 |
|
---|
484 | /* NEGATIVE_Y */
|
---|
485 | /* Triangle 1 */
|
---|
486 | -1.0f, -1.0f, -1.0f,
|
---|
487 | -1.0f, -1.0f, 1.0f,
|
---|
488 | 1.0f, -1.0f, 1.0f,
|
---|
489 | /* Triangle 2 */
|
---|
490 | -1.0f, -1.0f, -1.0f,
|
---|
491 | 1.0f, -1.0f, 1.0f,
|
---|
492 | 1.0f, -1.0f, -1.0f,
|
---|
493 |
|
---|
494 | /* POSITIVE_Z */
|
---|
495 | /* Triangle 1 */
|
---|
496 | 1.0f, -1.0f, 1.0f,
|
---|
497 | -1.0f, -1.0f, 1.0f,
|
---|
498 | -1.0f, 1.0f, 1.0f,
|
---|
499 | /* Triangle 2 */
|
---|
500 | 1.0f, -1.0f, 1.0f,
|
---|
501 | -1.0f, 1.0f, 1.0f,
|
---|
502 | 1.0f, 1.0f, 1.0f,
|
---|
503 |
|
---|
504 | /* NEGATIVE_Z */
|
---|
505 | /* Triangle 1 */
|
---|
506 | 1.0f, -1.0f, -1.0f,
|
---|
507 | -1.0f, -1.0f, -1.0f,
|
---|
508 | -1.0f, 1.0f, -1.0f,
|
---|
509 | /* Triangle 2 */
|
---|
510 | 1.0f, -1.0f, -1.0f,
|
---|
511 | -1.0f, 1.0f, -1.0f,
|
---|
512 | 1.0f, 1.0f, -1.0f,
|
---|
513 | };
|
---|
514 |
|
---|
515 | HRESULT hr = S_OK;
|
---|
516 |
|
---|
517 | IDirect3DVertexBuffer9 *pVB = NULL;
|
---|
518 | HTEST(pDevice->CreateVertexBuffer(6 * 6 * 3 * sizeof(float), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &pVB, 0));
|
---|
519 |
|
---|
520 | void *pv = 0;
|
---|
521 | HTEST(pVB->Lock(0, 0, &pv, 0));
|
---|
522 |
|
---|
523 | const int cFloats = sizeof(aVertices)/sizeof(aVertices[0]);
|
---|
524 | float *p = (float *)pv;
|
---|
525 | int i;
|
---|
526 | for (i = 0; i < cFloats; ++i)
|
---|
527 | {
|
---|
528 | p[i] = aVertices[i] * EdgeLength / 2.0f;
|
---|
529 | }
|
---|
530 |
|
---|
531 | HTEST(pVB->Unlock());
|
---|
532 |
|
---|
533 | *ppVertexBuffer = pVB;
|
---|
534 | return S_OK;
|
---|
535 | }
|
---|