I want to make a mouse controlled camera the problem is that i want to rotate over the space not the current object but I don't know how to calculate the changes on view transformation. Here is the code example:
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, CurCamRot.z), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
//The CurCamRot have 3 values the first 2 are the x,y rotation from the mouse the 3 value is the deep(it's working) I want to know where to place CurCamRot.x and CurCamRot.y
And here is the full code:
#include "stdafx.h"
#include "DX3D-Test.h"
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;
HANDLE DirectX(0);
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
unsigned long __stdcall render_frame(void* lp); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
D3DXVECTOR3 CurCamRot(0.0f,0.0f,15.0f);
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT) {
TerminateThread(DirectX, 0);
break;
}
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static bool rot=false;
static POINT mouse;
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
case WM_MOUSEMOVE:
{
TRACKMOUSEEVENT MyEvent;
MyEvent.cbSize=sizeof(TRACKMOUSEEVENT);
MyEvent.dwFlags=TME_LEAVE;
MyEvent.hwndTrack=hWnd;
MyEvent.dwHoverTime=0;
TrackMouseEvent(&MyEvent);
if(wParam==MK_LBUTTON)
{
if(!rot) {
rot=true;
GetCursorPos(&mouse);
}
else {
POINT Curr;
GetCursorPos(&Curr);
CurCamRot.y+=(mouse.x-Curr.x)*0.01f;
CurCamRot.x+=(mouse.y-Curr.y)*0.01f;
GetCursorPos(&mouse);
}
//MessageBoxA(hWnd,"The program can't find any TRAOD levels!","Error!",MB_OK|MB_ICONHAND);
}
}
break;
case WM_MOUSELEAVE:
if(!rot)
break;
case WM_LBUTTONUP:
rot=false;
break;
case WM_MOUSEWHEEL:
{
CurCamRot.z-=GET_WHEEL_DELTA_WPARAM(wParam)*0.001f;
}
break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.BackBufferCount = 2;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics(); // call the function to initialize the triangle
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // turn off culling
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
DirectX=CreateThread(0,0,render_frame,0,0,0);
}
// this is the function used to render a single frame
void render_frame()
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// SET UP THE PIPELINE
// D3DXMATRIX matRotateY; // a matrix to store the rotation information
//D3DXMATRIX matRotateX;
// build a matrix to rotate the model based on the increasing float value
// D3DXMatrixRotationY(&matRotateY, CurCamRot.y);
//D3DXMatrixRotationX(&matRotateX, CurCamRot.x);
// tell Direct3D about our matrix
//d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY * matRotateX));
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, CurCamRot.z), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
900.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
// copy the vertex buffer to the back buffer
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 16, 0, 24);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
unsigned long __stdcall render_frame(void* lp) {
while(TRUE)
render_frame();
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
i_buffer->Release();
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ -3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ 3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 255), },
{ -3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ -3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 255), },
{ -3.0f, 3.0f, -6.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 3.0f, 3.0f, -6.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, -6.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ 3.0f, -3.0f, -6.0f, D3DCOLOR_XRGB(0, 255, 255), },
{ -3.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 3.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 255), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(16*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
// create the indices using an int array
short indices[] =
{
0, 1, 2, // side 1
2, 1, 3,
4, 0, 6, // side 2
6, 0, 2,
7, 5, 6, // side 3
6, 5, 4,
3, 1, 7, // side 4
7, 1, 5,
4, 5, 0, // side 5
0, 5, 1,
3, 7, 2, // side 6
2, 7, 6,
8, 9, 10, // side 1
10, 9, 11,
12, 8, 14, // side 2
14, 8, 10,
15, 13, 14, // side 3
14, 13, 12,
11, 9, 15, // side 4
15, 9, 13,
12, 13, 8, // side 5
8, 13, 9,
11, 15, 10, // side 6
10, 15, 14,
};
// create an index buffer interface called i_buffer
d3ddev->CreateIndexBuffer(72*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
// lock i_buffer and load the indices into it
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}