[75443] | 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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[98103] | 7 | * Copyright (C) 2017-2023 Oracle and/or its affiliates.
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[75443] | 8 | *
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[96407] | 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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[75443] | 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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[92180] | 354 | /* Vectors of the ñamera coordinate system must be orthonormal. */
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[75443] | 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;
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| 399 | for (Level = 0; Level < Levels; ++Level)
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| 400 | {
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| 401 | IDirect3DSurface9 *pCubeMapSurface = NULL;
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| 402 | HTEST(pMemTex->GetCubeMapSurface(Face, Level, &pCubeMapSurface));
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| 403 |
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| 404 | D3DSURFACE_DESC Desc;
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| 405 | HTEST(pCubeMapSurface->GetDesc(&Desc));
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| 406 |
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| 407 | D3DLOCKED_RECT LockedRect;
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| 408 | HTEST(pCubeMapSurface->LockRect(&LockedRect, NULL, D3DLOCK_DISCARD));
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| 409 |
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| 410 | UINT y;
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| 411 | BYTE *pb = (BYTE *)LockedRect.pBits;
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| 412 | for (y = 0; y < Desc.Height; ++y)
|
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| 413 | {
|
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| 414 | UINT x;
|
---|
| 415 | for (x = 0; x < Desc.Width; ++x)
|
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| 416 | {
|
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| 417 | DWORD *pdw = (DWORD *)pb;
|
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| 418 | pdw[x] = Color;
|
---|
| 419 | }
|
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| 420 | pb += LockedRect.Pitch;
|
---|
| 421 | }
|
---|
| 422 |
|
---|
| 423 | HTEST(pCubeMapSurface->UnlockRect());
|
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| 424 |
|
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| 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 | }
|
---|