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361 lines
15 KiB
C++
361 lines
15 KiB
C++
/*
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LICENSE
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-------
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Copyright 2005-2013 Nullsoft, Inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* Neither the name of Nullsoft nor the names of its contributors may be used to
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endorse or promote products derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
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OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "support.h"
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#include "utility.h"
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#include "../Winamp/wa_ipc.h"
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bool g_bDebugOutput = false;
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bool g_bDumpFileCleared = false;
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//---------------------------------------------------
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void PrepareFor3DDrawing(
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IDirect3DDevice9 *pDevice,
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int viewport_width,
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int viewport_height,
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float fov_in_degrees,
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float near_clip,
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float far_clip,
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D3DXVECTOR3* pvEye,
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D3DXVECTOR3* pvLookat,
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D3DXVECTOR3* pvUp
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)
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{
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// This function sets up DirectX up for 3D rendering.
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// Only call it once per frame, as it is VERY slow.
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// INPUTS:
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// pDevice a pointer to the D3D device
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// viewport_width the width of the client area of the window
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// viewport_height the height of the client area of the window
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// fov_in_degrees the field of view, in degrees
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// near_clip the distance to the near clip plane; should be > 0!
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// far_clip the distance to the far clip plane
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// eye the eyepoint coordinates, in world space
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// lookat the point toward which the eye is looking, in world space
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// up a vector indicating which dir. is up; usually <0,1,0>
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//
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// What this function does NOT do:
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// 1. set the current texture (SetTexture)
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// 2. set up the texture stages for texturing (SetTextureStageState)
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// 3. set the current vertex format (SetVertexShader)
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// 4. set up the world matrix (SetTransform(D3DTS_WORLD, &my_world_matrix))
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// set up render state to some nice defaults:
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{
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// some defaults
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pDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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pDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
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pDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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pDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
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pDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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pDevice->SetRenderState( D3DRS_COLORVERTEX, TRUE );
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pDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
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pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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// turn fog off
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pDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
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pDevice->SetRenderState( D3DRS_RANGEFOGENABLE, FALSE );
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// turn on high-quality bilinear interpolations
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pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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pDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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pDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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pDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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pDevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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}
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// set up view & projection matrices (but not the world matrix!)
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{
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// if the window is not square, instead of distorting the scene,
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// clip it so that the longer dimension of the window has the
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// regular FOV, and the shorter dimension has a reduced FOV.
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float fov_x = fov_in_degrees * 3.1415927f/180.0f;
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float fov_y = fov_in_degrees * 3.1415927f/180.0f;
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float aspect = (float)viewport_height / (float)viewport_width;
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if (aspect < 1)
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fov_y *= aspect;
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else
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fov_x /= aspect;
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if (near_clip < 0.1f)
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near_clip = 0.1f;
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if (far_clip < near_clip + 1.0f)
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far_clip = near_clip + 1.0f;
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D3DXMATRIX proj;
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MakeProjectionMatrix(&proj, near_clip, far_clip, fov_x, fov_y);
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pDevice->SetTransform(D3DTS_PROJECTION, &proj);
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D3DXMATRIX view;
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pMatrixLookAtLH(&view, pvEye, pvLookat, pvUp);
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pDevice->SetTransform(D3DTS_VIEW, &view);
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// Optimization note: "You can minimize the number of required calculations
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// by concatenating your world and view matrices into a world-view matrix
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// that you set as the world matrix, and then setting the view matrix
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// to the identity."
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//D3DXMatrixMultiply(&world, &world, &view);
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//D3DXMatrixIdentity(&view);
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}
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}
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void PrepareFor2DDrawing(IDirect3DDevice9 *pDevice)
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{
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// New 2D drawing area will have x,y coords in the range <-1,-1> .. <1,1>
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// +--------+ Y=-1
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// | |
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// | screen | Z=0: front of scene
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// | | Z=1: back of scene
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// +--------+ Y=1
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// X=-1 X=1
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// NOTE: After calling this, be sure to then call (at least):
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// 1. SetVertexShader()
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// 2. SetTexture(), if you need it
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// before rendering primitives!
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// Also, be sure your sprites have a z coordinate of 0.
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pDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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pDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
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pDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
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pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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pDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
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pDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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pDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
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pDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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pDevice->SetRenderState( D3DRS_LOCALVIEWER, FALSE );
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pDevice->SetTexture(0, NULL);
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pDevice->SetTexture(1, NULL);
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pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);//D3DTEXF_LINEAR);
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pDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);//D3DTEXF_LINEAR);
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pDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
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pDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
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pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT );
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pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
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pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
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pDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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// set up for 2D drawing:
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{
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D3DXMATRIX Ortho2D;
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D3DXMATRIX Identity;
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pMatrixOrthoLH(&Ortho2D, 2.0f, -2.0f, 0.0f, 1.0f);
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D3DXMatrixIdentity(&Identity);
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pDevice->SetTransform(D3DTS_PROJECTION, &Ortho2D);
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pDevice->SetTransform(D3DTS_WORLD, &Identity);
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pDevice->SetTransform(D3DTS_VIEW, &Identity);
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}
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}
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//---------------------------------------------------
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void MakeWorldMatrix( D3DXMATRIX* pOut,
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float xpos, float ypos, float zpos,
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float sx, float sy, float sz,
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float pitch, float yaw, float roll)
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{
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/*
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* The m_xPos, m_yPos, m_zPos variables contain the model's
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* location in world coordinates.
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* The m_fPitch, m_fYaw, and m_fRoll variables are floats that
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* contain the model's orientation in terms of pitch, yaw, and roll
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* angles, in radians.
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*/
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D3DXMATRIX MatTemp;
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D3DXMatrixIdentity(pOut);
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// 1. first, rotation
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if (pitch || yaw || roll)
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{
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D3DXMATRIX MatRot;
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D3DXMatrixIdentity(&MatRot);
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pMatrixRotationX(&MatTemp, pitch); // Pitch
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pMatrixMultiply(&MatRot, &MatRot, &MatTemp);
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pMatrixRotationY(&MatTemp, yaw); // Yaw
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pMatrixMultiply(&MatRot, &MatRot, &MatTemp);
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pMatrixRotationZ(&MatTemp, roll); // Roll
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pMatrixMultiply(&MatRot, &MatRot, &MatTemp);
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pMatrixMultiply(pOut, pOut, &MatRot);
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}
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// 2. then, scaling
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pMatrixScaling(&MatTemp, sx, sy, sz);
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pMatrixMultiply(pOut, pOut, &MatTemp);
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// 3. last, translation to final world pos.
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pMatrixTranslation(&MatTemp, xpos, ypos, zpos);
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pMatrixMultiply(pOut, pOut, &MatTemp);
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}
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void MakeProjectionMatrix( D3DXMATRIX* pOut,
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const float near_plane, // Distance to near clipping plane
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const float far_plane, // Distance to far clipping plane
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const float fov_horiz, // Horizontal field of view angle, in radians
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const float fov_vert) // Vertical field of view angle, in radians
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{
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float w = (float)1/tanf(fov_horiz*0.5f); // 1/tan(x) == cot(x)
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float h = (float)1/tanf(fov_vert*0.5f); // 1/tan(x) == cot(x)
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float Q = far_plane/(far_plane - near_plane);
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ZeroMemory(pOut, sizeof(D3DXMATRIX));
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pOut->_11 = w;
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pOut->_22 = h;
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pOut->_33 = Q;
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pOut->_43 = -Q*near_plane;
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pOut->_34 = 1;
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}
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void GetWinampSongTitle(HWND hWndWinamp, wchar_t *szSongTitle, int nSize)
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{
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szSongTitle[0] = 0;
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lstrcpynW(szSongTitle, (wchar_t*)SendMessage(hWndWinamp, WM_WA_IPC,
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SendMessage(hWndWinamp, WM_WA_IPC, 0 , IPC_GETLISTPOS),
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IPC_GETPLAYLISTTITLEW), nSize);
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}
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void GetWinampSongPosAsText(HWND hWndWinamp, wchar_t *szSongPos)
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{
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// note: size(szSongPos[]) must be at least 64.
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szSongPos[0] = 0;
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int nSongPosMS = SendMessage(hWndWinamp,WM_USER,0,105);
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if (nSongPosMS > 0)
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{
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wchar_t tmp[16];
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float time_s = nSongPosMS*0.001f;
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int minutes = (int)(time_s/60);
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time_s -= minutes*60;
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int seconds = (int)time_s;
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time_s -= seconds;
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int dsec = (int)(time_s*100);
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swprintf(tmp, L"%.02f", dsec/100.0f);
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swprintf(szSongPos, L"%d:%02d%s", minutes, seconds, tmp+1);
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}
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}
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void GetWinampSongLenAsText(HWND hWndWinamp, wchar_t *szSongLen)
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{
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// note: size(szSongLen[]) must be at least 64.
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szSongLen[0] = 0;
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int nSongLenMS = SendMessage(hWndWinamp,WM_USER,1,105)*1000;
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if (nSongLenMS > 0)
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{
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int len_s = nSongLenMS/1000;
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int minutes = len_s/60;
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int seconds = len_s - minutes*60;
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swprintf(szSongLen, L"%d:%02d", minutes, seconds);
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}
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}
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float GetWinampSongPos(HWND hWndWinamp)
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{
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// returns answer in seconds
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return (float)SendMessage(hWndWinamp,WM_USER,0,105)*0.001f;
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}
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float GetWinampSongLen(HWND hWndWinamp)
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{
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// returns answer in seconds
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return (float)SendMessage(hWndWinamp,WM_USER,1,105);
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}
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int GetDX9TexFormatBitsPerPixel(D3DFORMAT fmt)
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{
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switch(fmt)
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{
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case D3DFMT_DXT1: // 64 bits for each 4x4 pixels = 4 bits per pixel. No Alpha channel.
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return 4; // bytes per pixel
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case D3DFMT_DXT2: // 128 bits for each 4x4 pixels = 8 bits per pixel. RGB+A.
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case D3DFMT_DXT3: // 128 bits for each 4x4 pixels = 8 bits per pixel. RGB+A.
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case D3DFMT_DXT4: // 128 bits for each 4x4 pixels = 8 bits per pixel. RGB+A.
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case D3DFMT_DXT5: // 128 bits for each 4x4 pixels = 8 bits per pixel. RGB+A.
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case D3DFMT_R3G3B2: // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
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case D3DFMT_A8: // 8-bit alpha only.
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case D3DFMT_A8P8: // 8-bit color indexed with 8 bits of alpha.
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case D3DFMT_P8: // 8-bit color indexed.
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case D3DFMT_L8: // 8-bit luminance only.
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case D3DFMT_A4L4: // 8-bit using 4 bits each for alpha and luminance.
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return 8;
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case D3DFMT_R5G6B5: // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
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case D3DFMT_X1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color.
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case D3DFMT_A1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
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case D3DFMT_A4R4G4B4: // 16-bit ARGB pixel format with 4 bits for each channel.
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case D3DFMT_R16F:
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case D3DFMT_A8R3G3B2: // 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
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case D3DFMT_X4R4G4B4: // 16-bit RGB pixel format using 4 bits for each color.
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case D3DFMT_L16: // 16-bit luminance only.
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case D3DFMT_A8L8: // 16-bit using 8 bits each for alpha and luminance.
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case D3DFMT_CxV8U8:
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case D3DFMT_V8U8:
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case D3DFMT_L6V5U5:
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return 16;
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case D3DFMT_G16R16F:
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case D3DFMT_R32F: // 32-bit float format using 32 bits for the red channel.
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case D3DFMT_A8R8G8B8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
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case D3DFMT_X8R8G8B8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
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case D3DFMT_A8B8G8R8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
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case D3DFMT_X8B8G8R8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
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case D3DFMT_G16R16: // 32-bit pixel format using 16 bits each for green and red.
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case D3DFMT_A2R10G10B10: // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
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case D3DFMT_A2B10G10R10: // 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
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case D3DFMT_R8G8B8: // 24-bit RGB pixel format with 8 bits per channel.
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case D3DFMT_X8L8V8U8:
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case D3DFMT_Q8W8V8U8:
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case D3DFMT_V16U16:
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return 32;
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case D3DFMT_A16B16G16R16F:
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case D3DFMT_A16B16G16R16: // 64-bit pixel format using 16 bits for each component.
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case D3DFMT_G32R32F: // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
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return 64;
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case D3DFMT_A32B32G32R32F:
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return 128;
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}
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return 32;
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} |