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UIAnim.cpp
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495 lines (455 loc) · 18.1 KB
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#include "stdafx.h"
#include "UIAnim.h"
#if (_MSC_VER < 1300)
#pragma comment(lib, "Delayimp.lib")
#pragma comment(linker, "/DelayLoad:d3d9.dll")
#endif // _MSC_VER
#pragma comment(lib, "d3d9.lib")
/////////////////////////////////////////////////////////////////////////////////////
//
//
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
#ifndef PI
#define PI 3.1415926535897932384626433832795029L
#endif
/////////////////////////////////////////////////////////////////////////////////////
//
CAnimJobUI::CAnimJobUI(const CAnimJobUI& src)
{
*this = src;
}
CAnimJobUI::CAnimJobUI(UITYPE_ANIM AnimType, DWORD dwStartTick, DWORD dwDuration, COLORREF clrBack, COLORREF clrKey, RECT rcFrom, int xtrans, int ytrans, int ztrans, int alpha, FLOAT zrot)
{
this->AnimType = AnimType;
this->dwStartTick = dwStartTick;
this->dwDuration = dwDuration;
data.plot.clrBack = clrBack;
data.plot.clrKey = clrKey;
data.plot.rcFrom = rcFrom;
data.plot.mFrom.xtrans = xtrans;
data.plot.mFrom.ytrans = ytrans;
data.plot.mFrom.ztrans = ztrans;
data.plot.mFrom.alpha = alpha;
data.plot.mFrom.zrot = zrot;
data.plot.iInterpolate = INTERPOLATE_COS;
}
/////////////////////////////////////////////////////////////////////////////////////
//
//
CAnimationSpooler::CAnimationSpooler() :
m_hWnd(NULL),
m_bIsAnimating(false),
m_bIsInitialized(false),
m_pD3D(NULL),
m_p3DDevice(NULL),
m_p3DBackSurface(NULL),
m_nBuffers(0)
{
::ZeroMemory(m_p3DVertices, sizeof(m_p3DVertices));
::ZeroMemory(m_p3DTextures, sizeof(m_p3DTextures));
}
CAnimationSpooler::~CAnimationSpooler()
{
Term();
}
bool CAnimationSpooler::Init(HWND hWnd)
{
ASSERT(::IsWindow(hWnd));
if( m_bIsInitialized ) return true;
// This is our master window
m_hWnd = hWnd;
// Gather window information
RECT rcWindow = { 0 };
::GetWindowRect(hWnd, &rcWindow);
if( ::IsRectEmpty(&rcWindow) ) return false;
// Is window topmost?
HWND hWndFocus = hWnd;
while( ::GetParent(hWndFocus) != NULL ) hWndFocus = ::GetParent(hWndFocus);
// Is DirectX v9 available at all?
HMODULE hMod = ::LoadLibrary("D3D9.DLL");
if( hMod == NULL ) return false;
::FreeLibrary(hMod);
// Initialize Direct3D
// Fortunately we can delay-load the DirectX9 library so we
// don't actually have a link dependency on it.
if( m_pD3D != NULL ) m_pD3D->Release();
m_pD3D = ::Direct3DCreate9(D3D_SDK_VERSION);
if( m_pD3D == NULL ) return false;
HRESULT Hr;
D3DDISPLAYMODE d3ddm = { 0 };
Hr = m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
if( FAILED(Hr) ) return false;
m_ColorFormat = d3ddm.Format;
Hr = m_pD3D->CheckDeviceType(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_ColorFormat,
m_ColorFormat,
TRUE);
if( FAILED(Hr) ) return false;
D3DPRESENT_PARAMETERS d3dpp = { 0 };
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;; //D3DSWAPEFFECT_FLIP
d3dpp.Windowed = TRUE;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferFormat = m_ColorFormat;
d3dpp.EnableAutoDepthStencil = FALSE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
Hr = m_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWndFocus,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&m_p3DDevice);
if( FAILED(Hr) ) return false;
// Check device caps
D3DCAPS9 caps;
Hr = m_p3DDevice->GetDeviceCaps(&caps);
if( caps.MaxTextureWidth < 128 ) return false;
if( (caps.Caps3 & D3DCAPS3_COPY_TO_VIDMEM) == 0 ) return false;
if( FAILED(Hr) ) return false;
// Set viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = rcWindow.right - rcWindow.left;
vp.Height = rcWindow.bottom - rcWindow.top;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
Hr = m_p3DDevice->SetViewport(&vp);
if( FAILED(Hr) ) return false;
// Set the render flags.
m_p3DDevice->SetRenderState(D3DRS_COLORVERTEX, TRUE);
m_p3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_p3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_p3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
// Set miscellaneous render states
m_p3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_p3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_p3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_p3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_p3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_p3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_p3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_p3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // Use alpha from texture
m_p3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); // Use vertex alpha
m_p3DDevice->SetVertexShader(NULL);
// Signal go...
m_bIsInitialized = true;
return true;
}
void CAnimationSpooler::Term()
{
// Get rid of the animation jobs
int i;
for( i = 0; i < m_aJobs.GetSize(); i++ ) delete static_cast<CAnimJobUI*>(m_aJobs[i]);
m_aJobs.Empty();
// Release Direct3D references
for( i = 0; i < m_nBuffers; i++ ) {
m_p3DVertices[i]->Release();
m_p3DTextures[i]->Release();
}
m_nBuffers = 0;
if( m_p3DBackSurface != NULL ) m_p3DBackSurface->Release();
m_p3DBackSurface = NULL;
if( m_p3DDevice != NULL ) m_p3DDevice->Release();
m_p3DDevice = NULL;
if( m_pD3D != NULL ) m_pD3D->Release();
m_pD3D = NULL;
// Almost done...
m_bIsAnimating = false;
m_bIsInitialized = false;
}
bool CAnimationSpooler::AddJob(CAnimJobUI* pJob)
{
return m_aJobs.Add(pJob);
}
bool CAnimationSpooler::IsAnimating() const
{
return m_bIsAnimating;
}
bool CAnimationSpooler::IsJobScheduled() const
{
return m_aJobs.GetSize() > 0 && !m_bIsAnimating;
}
bool CAnimationSpooler::PrepareAnimation(HWND hWnd)
{
if( !m_bIsInitialized ) return false;
// Release old image of window
if( m_p3DBackSurface != NULL ) m_p3DBackSurface->Release();
m_p3DBackSurface= NULL;
// Create the backdrop surface
RECT rcClient;
::GetClientRect(m_hWnd, &rcClient);
int cx = rcClient.right - rcClient.left;
int cy = rcClient.bottom - rcClient.top;
HRESULT Hr = m_p3DDevice->CreateOffscreenPlainSurface(cx, cy, m_ColorFormat, D3DPOOL_SYSTEMMEM, &m_p3DBackSurface, NULL);
if( FAILED(Hr) ) return false;
// Paint the background
HDC hDC = NULL;
Hr = m_p3DBackSurface->GetDC(&hDC);
if( FAILED(Hr) ) return false;
::SendMessage(hWnd, WM_PRINTCLIENT, (WPARAM) hDC, PRF_CHECKVISIBLE | PRF_CLIENT | PRF_ERASEBKGND | PRF_CHILDREN);
m_p3DBackSurface->ReleaseDC(hDC);
// Allow each job to prepare its 3D objects
for( int i = 0; i < m_aJobs.GetSize(); i++ ) {
CAnimJobUI* pJob = static_cast<CAnimJobUI*>(m_aJobs[i]);
switch( pJob->AnimType ) {
case UIANIMTYPE_FLAT:
if( !PrepareJob_Flat(pJob) ) return false;
break;
}
}
// Assign start time
DWORD dwTick = ::timeGetTime();
for( int j = 0; j < m_aJobs.GetSize(); j++ ) {
CAnimJobUI* pJob = static_cast<CAnimJobUI*>(m_aJobs[j]);
pJob->dwStartTick += dwTick;
}
m_bIsAnimating = true;
return true;
}
bool CAnimationSpooler::Render()
{
if( !m_bIsAnimating ) return false;
if( !m_bIsInitialized ) return false;
// Get render target
HRESULT Hr;
LPDIRECT3DSURFACE9 p3DTargetSurface;
Hr = m_p3DDevice->GetRenderTarget(0, &p3DTargetSurface);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DSurface9> RefTargetSurface = p3DTargetSurface;
// Copy backdrop screen
Hr = m_p3DDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0L);
Hr = m_p3DDevice->UpdateSurface(m_p3DBackSurface, NULL, p3DTargetSurface, NULL);
// Here begins the rendering loop.
Hr = m_p3DDevice->BeginScene();
if( FAILED(Hr) ) return false;
int nAnimated = 0;
DWORD dwTick = ::timeGetTime();
for( int i = 0; i < m_aJobs.GetSize(); i++ ) {
const CAnimJobUI* pJob = static_cast<CAnimJobUI*>(m_aJobs[i]);
if( dwTick < pJob->dwStartTick ) continue;
DWORD dwTickNow = MIN(dwTick, pJob->dwStartTick + pJob->dwDuration);
switch( pJob->AnimType ) {
case UIANIMTYPE_FLAT:
RenderJob_Flat(pJob, p3DTargetSurface, dwTickNow);
break;
}
if( dwTick < pJob->dwStartTick + pJob->dwDuration ) nAnimated++;
}
Hr = m_p3DDevice->EndScene();
Hr = m_p3DDevice->Present(NULL, NULL, NULL, NULL);
// No more frames to animate?
if( nAnimated == 0 ) Term();
return true;
}
void CAnimationSpooler::CancelJobs()
{
Term();
}
/////////////////////////////////////////////////////////////////////////////////////
//
//
static double LinearInterpolate(double y1, double y2, double mu)
{
return y1 * (1.0 - mu) + y2 * mu;
}
static double CosineInterpolate(double y1, double y2, double mu)
{
double mu2 = (1.0 - cos(mu * PI)) / 2.0;
return y1 * (1.0 - mu2) + y2 * mu2;
}
/////////////////////////////////////////////////////////////////////////////////////
//
//
COLORREF CAnimationSpooler::TranslateColor(LPDIRECT3DSURFACE9 pSurface, COLORREF clrColor) const
{
ASSERT(pSurface);
if( clrColor == CLR_INVALID ) return clrColor;
// The only way to actually determine what color a certain RGB value gets, is
// to put a pixel on the surface and taste it.
HDC hDC = NULL;
HRESULT Hr = pSurface->GetDC(&hDC);
if( FAILED(Hr) ) return false;
COLORREF clrOld = ::GetPixel(hDC, 0, 0);
::SetPixel(hDC, 0, 0, clrColor);
clrColor = ::GetPixel(hDC, 0,0);
::SetPixel(hDC, 0, 0, clrOld);
pSurface->ReleaseDC(hDC);
return clrColor;
}
bool CAnimationSpooler::SetColorKey(LPDIRECT3DTEXTURE9 pTexture, LPDIRECT3DSURFACE9 pSurface, int iTexSize, COLORREF clrColorKey)
{
ASSERT(pTexture);
ASSERT(pSurface);
if( clrColorKey == CLR_INVALID ) return true;
// Get colorkey's red, green, and blue components
// and put the colorkey in the texture's native format
DWORD r = GetRValue(clrColorKey);
DWORD g = GetGValue(clrColorKey);
DWORD b = GetBValue(clrColorKey);
DWORD dwColorKey = D3DCOLOR_ARGB(255,r,g,b);
HRESULT Hr;
LPDIRECT3DTEXTURE9 pTex = NULL;
Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pTex, NULL);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DTexture9> RefTex = pTex;
LPDIRECT3DSURFACE9 pTexSurf = NULL;
Hr = pTex->GetSurfaceLevel(0, &pTexSurf);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DSurface9> RefTexSurf = pTexSurf;
Hr = m_p3DDevice->GetRenderTargetData(pSurface, pTexSurf);
if( FAILED(Hr) ) return false;
// Lock the texture and scan through each pixel, replacing the colorkey pixels
D3DLOCKED_RECT d3dlr;
Hr = pTex->LockRect(0, &d3dlr, 0, 0);
if( FAILED(Hr) ) return false;
DWORD* pBits = static_cast<DWORD*>(d3dlr.pBits);
for( int y = 0; y < iTexSize; y++ ) {
for( int x = 0; x < iTexSize; x++ ) {
if( pBits[x] == dwColorKey ) pBits[x] = 0x00000000;
else pBits[x] |= 0xff000000;
}
pBits += d3dlr.Pitch / sizeof(DWORD);
}
pTex->UnlockRect(0);
// Copy modified data back
POINT pt = { 0, 0 };
RECT rcDest = { 0, 0, iTexSize, iTexSize };
Hr = m_p3DDevice->UpdateSurface(pTexSurf, &rcDest, pSurface, &pt);
return true;
}
bool CAnimationSpooler::PrepareJob_Flat(CAnimJobUI* pJob)
{
// Determine actual colorkey
pJob->data.plot.clrKey = TranslateColor(m_p3DBackSurface, pJob->data.plot.clrKey);
// Prepare surfaces
HRESULT Hr;
RECT rc = pJob->data.plot.rcFrom;
int cx = rc.right - rc.left;
int cy = rc.bottom - rc.left;
FLOAT z = 0.1f;
FLOAT rhw = 1.0f / (z * 990.0f + 10.0f);
D3DCOLOR col = 0xffffffff;
// Determine texture size
int iTexSize = 128;
if( cx < 64 ) iTexSize = 64;
if( cx < 32 ) iTexSize = 32;
FLOAT fTexSize = (FLOAT) iTexSize;
// Start building tiles
pJob->iBufferStart = m_nBuffers;
for( int x = rc.left; x < rc.right; x += iTexSize ) {
for( int y = rc.top; y < rc.bottom; y += iTexSize ) {
RECT rcTile = { x, y, MIN(rc.right, x + iTexSize), MIN(rc.bottom, y + iTexSize) };
// Adjust texture coordinates, because last tile may only use parts
// of the texture...
FLOAT tcoordx = (iTexSize - (x + fTexSize - rc.right)) / fTexSize;
FLOAT tcoordy = (iTexSize - (y + fTexSize - rc.bottom)) / fTexSize;
if( tcoordx > 1.0f ) tcoordx = 1.0f;
if( tcoordy > 1.0f ) tcoordy = 1.0f;
// Create the vertex buffer
CUSTOMFAN verts =
{
{ rcTile.left - 0.5f, rcTile.top - 0.5f, z, rhw, col, 0.0f, 0.0f },
{ rcTile.right - 0.5f, rcTile.top - 0.5f, z, rhw, col, tcoordx, 0.0f },
{ rcTile.right - 0.5f, rcTile.bottom - 0.5f, z, rhw, col, tcoordx, tcoordy },
{ rcTile.left - 0.5f, rcTile.bottom - 0.5f, z, rhw, col, 0.0f, tcoordy }
};
LPDIRECT3DVERTEXBUFFER9 pVertex = NULL;
Hr = m_p3DDevice->CreateVertexBuffer(4 * sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &pVertex, NULL);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DVertexBuffer9> RefVertex = pVertex;
memcpy(m_fans[m_nBuffers], verts, sizeof(verts));
LPDIRECT3DTEXTURE9 pTex1 = NULL;
Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, 0, m_ColorFormat, D3DPOOL_DEFAULT, &pTex1, NULL);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DTexture9> RefTex1 = pTex1;
LPDIRECT3DSURFACE9 pTexSurf1 = NULL;
Hr = pTex1->GetSurfaceLevel(0, &pTexSurf1);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DSurface9> RefTexSurf1 = pTexSurf1;
POINT pt = { 0, 0 };
Hr = m_p3DDevice->UpdateSurface(m_p3DBackSurface, &rcTile, pTexSurf1, &pt);
if( FAILED(Hr) ) return false;
LPDIRECT3DTEXTURE9 pTex2 = NULL;
RECT rcDest = { 0, 0, rcTile.right - rcTile.left, rcTile.bottom - rcTile.top };
Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pTex2, NULL);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DTexture9> RefTex2 = pTex2;
LPDIRECT3DSURFACE9 pTexSurf2 = NULL;
Hr = pTex2->GetSurfaceLevel(0, &pTexSurf2);
if( FAILED(Hr) ) return false;
CSafeRelease<IDirect3DSurface9> RefTexSurf2 = pTexSurf2;
Hr = m_p3DDevice->StretchRect(pTexSurf1, &rcDest, pTexSurf2, &rcDest, D3DTEXF_NONE);
if( FAILED(Hr) ) return false;
// Replace colorkey pixels with alpha
SetColorKey(pTex2, pTexSurf2, iTexSize, pJob->data.plot.clrKey);
// Finally, assign the texture
m_p3DTextures[m_nBuffers] = RefTex2.Detach();
m_p3DVertices[m_nBuffers] = RefVertex.Detach();
m_nBuffers++;
}
}
pJob->iBufferEnd = m_nBuffers;
ASSERT(m_nBuffers<MAX_BUFFERS);
// Clear the background so the sprite can take its place
COLORREF clrBack = pJob->data.plot.clrBack;
if( clrBack != CLR_INVALID) {
HDC hDC = NULL;
Hr = m_p3DBackSurface->GetDC(&hDC);
if( FAILED(Hr) ) return false;
HBRUSH hBrush = ::CreateSolidBrush(clrBack);
::FillRect(hDC, &rc, hBrush);
::DeleteObject(hBrush);
m_p3DBackSurface->ReleaseDC(hDC);
}
return true;
}
bool CAnimationSpooler::RenderJob_Flat(const CAnimJobUI* pJob, LPDIRECT3DSURFACE9 /*pSurface*/, DWORD dwTick)
{
RECT rc = pJob->data.plot.rcFrom;
FLOAT mu = (FLOAT)(pJob->dwStartTick + pJob->dwDuration - dwTick) / (FLOAT) pJob->dwDuration;
FLOAT scale1 = 0.0;
if( pJob->data.plot.iInterpolate == CAnimJobUI::INTERPOLATE_LINEAR ) scale1 = (FLOAT) LinearInterpolate(0.0, 1.0, mu);
if( pJob->data.plot.iInterpolate == CAnimJobUI::INTERPOLATE_COS ) scale1 = (FLOAT) CosineInterpolate(0.0, 1.0, mu);
FLOAT scale2 = 1.0f - scale1;
D3DVECTOR ptCenter = { rc.left + ((rc.right - rc.left) / 2.0f), rc.top + ((rc.bottom - rc.top) / 2.0f) };
FLOAT xtrans = (FLOAT) pJob->data.plot.mFrom.xtrans * scale1;
FLOAT ytrans = (FLOAT) pJob->data.plot.mFrom.ytrans * scale1;
FLOAT ztrans = 1.0f + ((FLOAT) abs(pJob->data.plot.mFrom.ztrans) * (pJob->data.plot.mFrom.ztrans >= 0.0 ? scale1 : scale2));
FLOAT fSin = (FLOAT) sin(pJob->data.plot.mFrom.zrot * scale1);
FLOAT fCos = (FLOAT) cos(pJob->data.plot.mFrom.zrot * scale1);
DWORD clrAlpha = ((DWORD)(0xFF - (FLOAT) abs(pJob->data.plot.mFrom.alpha) * (pJob->data.plot.mFrom.alpha >= 0 ? scale1 : scale2)) << 24) | 0xffffff;
HRESULT Hr = 0;
for( int iBuffer = pJob->iBufferStart; iBuffer < pJob->iBufferEnd; iBuffer++ ) {
// Lock the vertex buffer and apply transformation
LPDIRECT3DVERTEXBUFFER9 pVBuffer = m_p3DVertices[iBuffer];
LPVOID pVertices = NULL;
Hr = pVBuffer->Lock(0, sizeof(CUSTOMFAN), &pVertices, 0);
if( FAILED(Hr) ) return false;
CUSTOMFAN verts;
memcpy(verts, m_fans[iBuffer], sizeof(CUSTOMFAN));
for( int i = 0; i < sizeof(CUSTOMFAN) / sizeof(CUSTOMVERTEX); i++ ) {
verts[i].x -= ptCenter.x;
verts[i].y -= ptCenter.y;
verts[i].x += xtrans; // Translate
verts[i].y += ytrans;
verts[i].x = verts[i].x * ztrans; // Scale
verts[i].y = verts[i].y * ztrans;
FLOAT x = verts[i].x; FLOAT y = verts[i].y; // Rotate around Z
verts[i].x = x * fCos - y * fSin;
verts[i].y = x * fSin + y * fCos;
verts[i].x += ptCenter.x;
verts[i].y += ptCenter.y;
verts[i].color = clrAlpha;
}
memcpy(pVertices, verts, sizeof(CUSTOMFAN));
pVBuffer->Unlock();
// Paint it
Hr = m_p3DDevice->SetStreamSource(0, pVBuffer, 0, sizeof(CUSTOMVERTEX));
Hr = m_p3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
Hr = m_p3DDevice->SetTexture(0, m_p3DTextures[iBuffer]);
Hr = m_p3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
}
return true;
}