Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
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//-----------------------------------------------------------------------------
// File: ProgressiveMesh.cpp
//
// Desc: Sample of creating progressive meshes in D3D
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <stdio.h>
#include <windows.h>
#include <commdlg.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Main class to run this application. Most functionality is inherited
// from the CD3DApplication base class.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
TCHAR m_strInitialDir[512];
TCHAR m_strMeshFilename[512]; // Filename of mesh
LPD3DXPMESH* m_pPMeshes;
LPD3DXPMESH m_pPMeshFull;
DWORD m_cPMeshes;
DWORD m_iPMeshCur;
D3DMATERIAL8* m_mtrlMeshMaterials;
LPDIRECT3DTEXTURE8* m_pMeshTextures; // Array of textures, entries are NULL if no texture specified
DWORD m_dwNumMaterials; // Number of materials
CD3DArcBall m_ArcBall; // Mouse rotation utility
D3DXVECTOR3 m_vObjectCenter; // Center of bounding sphere of object
FLOAT m_fObjectRadius; // Radius of bounding sphere of object
CD3DFont* m_pFont; // Font for displaying help
BOOL m_bDisplayHelp;
BOOL m_bShowOptimized;
public:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
void SetNumVertices(DWORD dwNumMeshVertices);
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Constructor
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
// Override base class members
m_strWindowTitle = _T("ProgressiveMesh: Using Progressive Meshes in D3D");
m_bUseDepthBuffer = TRUE;
m_bShowCursorWhenFullscreen = TRUE;
// Initialize member variables
_tcscpy( m_strInitialDir, DXUtil_GetDXSDKMediaPath() );
_tcscpy( m_strMeshFilename, _T("Tiger.x") );
m_pPMeshes = NULL;
m_cPMeshes = 0;
m_pPMeshFull = NULL;
m_bShowOptimized = TRUE;
m_dwNumMaterials = 0L;
m_mtrlMeshMaterials = NULL;
m_pMeshTextures = NULL;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_bDisplayHelp = FALSE;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Set cursor to indicate that user can move the object with the mouse
#ifdef _WIN64
SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
#else
SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
#endif
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Setup world matrix
D3DXMATRIX matWorld;
D3DXMatrixTranslation( &matWorld, -m_vObjectCenter.x,
-m_vObjectCenter.y,
-m_vObjectCenter.z );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Set up view matrix
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0, 0,-3*m_fObjectRadius ),
&D3DXVECTOR3( 0, 0, 0 ),
&D3DXVECTOR3( 0, 1, 0 ) );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the backbuffer
m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0x00000000 );
// Begin scene rendering
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
if( m_pPMeshes )
{
// Set and draw each of the materials in the mesh
for( DWORD i=0; i<m_dwNumMaterials; i++ )
{
m_pd3dDevice->SetMaterial( &m_mtrlMeshMaterials[i] );
m_pd3dDevice->SetTexture( 0, m_pMeshTextures[i] );
if (m_bShowOptimized)
m_pPMeshes[m_iPMeshCur]->DrawSubset( i );
else
m_pPMeshFull->DrawSubset( i );
}
}
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
TCHAR strBuffer[512];
if (m_bShowOptimized)
{
if (!m_pPMeshes)
{
sprintf( strBuffer, _T("Unoptimized") );
m_pFont->DrawText( 2, 60, 0xffffff00, strBuffer );
sprintf( strBuffer, _T("Num Vertices = %ld, Optimized %f"),
0, 0.0f);
m_pFont->DrawText( 2, 40, 0xffffff00, strBuffer );
}
else
{
sprintf( strBuffer, _T("PMesh %d out of %d"), m_iPMeshCur + 1, m_cPMeshes );
m_pFont->DrawText( 2, 60, 0xffffff00, strBuffer );
sprintf( strBuffer, _T("Num Vertices = %ld, Min = %ld, Max = %ld%"),
m_pPMeshes[m_iPMeshCur]->GetNumVertices(),
m_pPMeshes[m_iPMeshCur]->GetMinVertices(),
m_pPMeshes[m_iPMeshCur]->GetMaxVertices());
m_pFont->DrawText( 2, 40, 0xffffff00, strBuffer );
}
}
else
{
sprintf( strBuffer, _T("Unoptimized") );
m_pFont->DrawText( 2, 60, 0xffffff00, strBuffer );
sprintf( strBuffer, _T("Num Vertices = %ld, Min = %ld, Max = %ld%"),
m_pPMeshFull->GetNumVertices(),
m_pPMeshFull->GetMinVertices(),
m_pPMeshFull->GetMaxVertices());
m_pFont->DrawText( 2, 40, 0xffffff00, strBuffer );
}
// Output text
if( m_bDisplayHelp )
{
m_pFont->DrawText( 2, 80, 0xffffffff, _T("<F1>\n\n")
_T("<Up>\n")
_T("<Down>\n\n")
_T("<PgUp>\n")
_T("<PgDn>\n\n")
_T("<Home>\n")
_T("<End>\n")
_T("<o>"), 0L );
m_pFont->DrawText( 70, 80, 0xffffffff, _T("Toggle help\n\n")
_T("Add one vertex\n")
_T("Subtract one vertex\n\n")
_T("Add 100 vertices\n")
_T("Subtract 100 vertices\n\n")
_T("Max vertices\n")
_T("Min vertices\n")
_T("Show optimized pmeshes") );
}
else
{
m_pFont->DrawText( 2, 80, 0xffffffff, _T("<F1>\n") );
m_pFont->DrawText( 70, 80, 0xffffffff, _T("Toggle help\n") );
}
// End the scene rendering
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
DWORD cVerticesPerMesh;
// Initialize the font
m_pFont->InitDeviceObjects( m_pd3dDevice );
CheckMenuItem( GetMenu(m_hWnd), ID_OPTIONS_SHOWOPTIMIZEDPMESHES, m_bShowOptimized ? MF_CHECKED : MF_UNCHECKED );
// Load mesh
LPD3DXBUFFER pAdjacencyBuffer = NULL;
LPDIRECT3DVERTEXBUFFER8 pVertexBuffer = NULL;
LPD3DXMESH pMesh = NULL;
LPD3DXPMESH pPMesh = NULL;
LPD3DXMESH pTempMesh;
LPD3DXBUFFER pD3DXMtrlBuffer = NULL;
BYTE* pVertices;
TCHAR strMediaPath[512];
HRESULT hr;
DWORD dw32BitFlag;
DWORD cVerticesMin;
DWORD cVerticesMax;
DWORD iPMesh;
D3DXWELDEPSILONS Epsilons;
DWORD i;
D3DXMATERIAL* d3dxMaterials;
// Find the path to the mesh
if( FAILED( DXUtil_FindMediaFile( strMediaPath, m_strMeshFilename ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Load the mesh from the specified file
if( FAILED( hr = D3DXLoadMeshFromX( strMediaPath, D3DXMESH_MANAGED, m_pd3dDevice,
&pAdjacencyBuffer, &pD3DXMtrlBuffer,
&m_dwNumMaterials, &pMesh ) ) )
{
// hide error so that device changes will not cause exit, shows blank screen instead
goto End;
}
dw32BitFlag = (pMesh->GetOptions() & D3DXMESH_32BIT);
// perform simple cleansing operations on mesh
if( FAILED( hr = D3DXCleanMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(), &pTempMesh,
(DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL ) ) )
{
m_dwNumMaterials = 0;
goto End;
}
SAFE_RELEASE(pMesh);
pMesh = pTempMesh;
// Perform a weld to try and remove excess vertices like the model bigship1.x in the DX8.0 SDK (current model is fixed)
// Weld the mesh using all epsilons of 0.0f. A small epsilon like 1e-6 works well too
memset(&Epsilons, 0, sizeof(D3DXWELDEPSILONS));
if( FAILED( hr = D3DXWeldVertices( pMesh, &Epsilons,
(DWORD*)pAdjacencyBuffer->GetBufferPointer(),
(DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL ) ) )
{
m_dwNumMaterials = 0;
goto End;
}
// verify validity of mesh for simplification
if( FAILED( hr = D3DXValidMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL ) ) )
{
m_dwNumMaterials = 0;
goto End;
}
// Allocate a material/texture arrays
d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
m_mtrlMeshMaterials = new D3DMATERIAL8[m_dwNumMaterials];
m_pMeshTextures = new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
// Copy the materials and load the textures
for( i=0; i<m_dwNumMaterials; i++ )
{
m_mtrlMeshMaterials[i] = d3dxMaterials[i].MatD3D;
m_mtrlMeshMaterials[i].Ambient = m_mtrlMeshMaterials[i].Diffuse;
// Find the path to the texture and create that texture
DXUtil_FindMediaFile( strMediaPath, d3dxMaterials[i].pTextureFilename );
if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, strMediaPath,
&m_pMeshTextures[i] ) ) )
m_pMeshTextures[i] = NULL;
}
pD3DXMtrlBuffer->Release();
pD3DXMtrlBuffer = NULL;
// Lock the vertex buffer, to generate a simple bounding sphere
hr = pMesh->GetVertexBuffer( &pVertexBuffer );
if( FAILED(hr) )
goto End;
hr = pVertexBuffer->Lock( 0, 0, &pVertices, D3DLOCK_NOSYSLOCK );
if( FAILED(hr) )
goto End;
hr = D3DXComputeBoundingSphere( pVertices, pMesh->GetNumVertices(),
pMesh->GetFVF(),
&m_vObjectCenter, &m_fObjectRadius );
pVertexBuffer->Unlock();
pVertexBuffer->Release();
if( FAILED(hr) || m_dwNumMaterials == 0 )
goto End;
if ( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
{
hr = pMesh->CloneMeshFVF( dw32BitFlag|D3DXMESH_MANAGED, pMesh->GetFVF() | D3DFVF_NORMAL,
m_pd3dDevice, &pTempMesh );
if (FAILED(hr))
goto End;
D3DXComputeNormals( pTempMesh, NULL );
pMesh->Release();
pMesh = pTempMesh;
}
hr = D3DXGeneratePMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(),
NULL, NULL, 1, D3DXMESHSIMP_VERTEX, &pPMesh);
if( FAILED(hr) )
goto End;
cVerticesMin = pPMesh->GetMinVertices();
cVerticesMax = pPMesh->GetMaxVertices();
cVerticesPerMesh = (cVerticesMax - cVerticesMin) / 10;
m_cPMeshes = max(1, (DWORD)ceil((cVerticesMax - cVerticesMin) / (float)cVerticesPerMesh));
m_pPMeshes = new LPD3DXPMESH[m_cPMeshes];
if (m_pPMeshes == NULL)
{
hr = E_OUTOFMEMORY;
goto End;
}
memset(m_pPMeshes, 0, sizeof(LPD3DXPMESH) * m_cPMeshes);
// clone full size pmesh
hr = pPMesh->ClonePMeshFVF( D3DXMESH_MANAGED | D3DXMESH_VB_SHARE, pPMesh->GetFVF(), m_pd3dDevice, &m_pPMeshFull );
if (FAILED(hr))
goto End;
// clone all the separate pmeshes
for (iPMesh = 0; iPMesh < m_cPMeshes; iPMesh++)
{
hr = pPMesh->ClonePMeshFVF( D3DXMESH_MANAGED | D3DXMESH_VB_SHARE, pPMesh->GetFVF(), m_pd3dDevice, &m_pPMeshes[iPMesh] );
if (FAILED(hr))
goto End;
// trim to appropriate space
hr = m_pPMeshes[iPMesh]->TrimByVertices(cVerticesMin + cVerticesPerMesh * iPMesh, cVerticesMin + cVerticesPerMesh * (iPMesh+1), NULL, NULL);
if (FAILED(hr))
goto End;
hr = m_pPMeshes[iPMesh]->OptimizeBaseLOD(D3DXMESHOPT_VERTEXCACHE, NULL);
if (FAILED(hr))
goto End;
}
// set current to be maximum number of vertices
m_iPMeshCur = m_cPMeshes - 1;
hr = m_pPMeshes[m_iPMeshCur]->SetNumVertices(cVerticesMax);
if (FAILED(hr))
goto End;
hr = m_pPMeshFull->SetNumVertices(cVerticesMax);
if (FAILED(hr))
goto End;
End:
SAFE_RELEASE( pAdjacencyBuffer );
SAFE_RELEASE( pD3DXMtrlBuffer );
SAFE_RELEASE( pMesh );
SAFE_RELEASE( pPMesh );
if (FAILED(hr))
{
for (iPMesh = 0; iPMesh < m_cPMeshes; iPMesh++)
{
SAFE_RELEASE( m_pPMeshes[iPMesh] );
}
delete []m_pPMeshes;
m_cPMeshes = 0;
m_pPMeshes = NULL;
SAFE_RELEASE( m_pPMeshFull )
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Setup render state
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
// Setup the light
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -0.5f, 1.0f );
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00333333 );
// Set the arcball parameters
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height,
0.85f );
m_ArcBall.SetRadius( m_fObjectRadius );
// Set the projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, m_fObjectRadius/64.0f,
m_fObjectRadius*200.0f);
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
DWORD iPMesh;
m_pFont->DeleteDeviceObjects();
if( m_pMeshTextures != NULL)
{
for( UINT i=0; i<m_dwNumMaterials; i++ )
SAFE_RELEASE( m_pMeshTextures[i] );
}
SAFE_DELETE_ARRAY( m_pMeshTextures );
SAFE_RELEASE( m_pPMeshFull );
for (iPMesh = 0; iPMesh < m_cPMeshes; iPMesh++)
{
SAFE_RELEASE( m_pPMeshes[iPMesh] );
}
m_cPMeshes = 0;
delete []m_pPMeshes;
SAFE_DELETE_ARRAY( m_mtrlMeshMaterials );
m_dwNumMaterials = 0L;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
// Pass mouse messages to the ArcBall so it can build internal matrices
m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
// Trap the context menu
if( uMsg == WM_CONTEXTMENU )
return 0;
if( uMsg == WM_COMMAND )
{
// Handle the about command (which displays help)
if( LOWORD(wParam) == IDM_TOGGLEHELP )
{
m_bDisplayHelp = !m_bDisplayHelp;
return 0;
}
else if ( LOWORD(wParam) == ID_OPTIONS_SHOWOPTIMIZEDPMESHES )
{
m_bShowOptimized = !m_bShowOptimized;
CheckMenuItem( GetMenu(hWnd), ID_OPTIONS_SHOWOPTIMIZEDPMESHES, m_bShowOptimized ? MF_CHECKED : MF_UNCHECKED );
}
// Handle the open file command
if( m_bWindowed && LOWORD(wParam) == IDM_OPENFILE )
{
TCHAR g_strFilename[512] = _T("");
// Display the OpenFileName dialog. Then, try to load the specified file
OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
_T(".X Files (.x)\0*.x\0\0"),
NULL, 0, 1, m_strMeshFilename, 512, g_strFilename, 512,
m_strInitialDir, _T("Open Mesh File"),
OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };
if( TRUE == GetOpenFileName( &ofn ) )
{
_tcscpy( m_strInitialDir, m_strMeshFilename );
TCHAR* pLastSlash = _tcsrchr( m_strInitialDir, _T('\\') );
if( pLastSlash )
*pLastSlash = 0;
SetCurrentDirectory( m_strInitialDir );
// Destroy and recreate everything
InvalidateDeviceObjects();
DeleteDeviceObjects();
if( FAILED( InitDeviceObjects() ) )
{
MessageBox( m_hWnd, _T("Error loading mesh: mesh may not\n")
_T("be valid. See debug output for\n")
_T("more information.\n\nPlease select ")
_T("a different .x file."),
_T("ProgressiveMesh"), MB_ICONERROR|MB_OK );
}
RestoreDeviceObjects();
}
}
}
if( uMsg == WM_KEYDOWN )
{
if( m_pPMeshes )
{
DWORD dwNumMeshVertices = m_pPMeshes[m_iPMeshCur]->GetNumVertices();
if( wParam == VK_UP )
{
// Sometimes it is necessary to add more than one
// vertex when increasing the resolution of a
// progressive mesh, so keep adding until the
// vertex count increases.
for( int i = 1; i <= 8; i++ )
{
SetNumVertices( dwNumMeshVertices+i );
if( m_pPMeshes[m_iPMeshCur]->GetNumVertices() == dwNumMeshVertices+i )
break;
}
}
else if( wParam == VK_DOWN )
SetNumVertices( dwNumMeshVertices-1 );
else if( wParam == VK_PRIOR )
SetNumVertices( dwNumMeshVertices+100 );
else if( wParam == VK_NEXT )
SetNumVertices( dwNumMeshVertices<=100 ? 1 : dwNumMeshVertices-100 );
else if( wParam == VK_HOME )
SetNumVertices( 0xffffffff );
else if( wParam == VK_END )
SetNumVertices( 1 );
}
}
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: SetNumVertices()
// Desc: Sets the number of vertices to display on the current progressive mesh
//-----------------------------------------------------------------------------
void
CMyD3DApplication::SetNumVertices(DWORD dwNumVertices)
{
m_pPMeshFull->SetNumVertices( dwNumVertices );
// if current pm valid for desired value, then set the number of vertices directly
if ((dwNumVertices >= m_pPMeshes[m_iPMeshCur]->GetMinVertices()) && (dwNumVertices <= m_pPMeshes[m_iPMeshCur]->GetMaxVertices()))
{
m_pPMeshes[m_iPMeshCur]->SetNumVertices( dwNumVertices );
}
else // search for the right one
{
m_iPMeshCur = m_cPMeshes - 1;
// look for the correct "bin"
while (m_iPMeshCur > 0)
{
// if number of vertices is less than current max then we found one to fit
if (dwNumVertices >= m_pPMeshes[m_iPMeshCur]->GetMinVertices())
break;
m_iPMeshCur -= 1;
}
// set the vertices on the newly selected mesh
m_pPMeshes[m_iPMeshCur]->SetNumVertices( dwNumVertices );
}
}

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@@ -0,0 +1,147 @@
# Microsoft Developer Studio Project File - Name="ProgressiveMesh" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=ProgressiveMesh - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "progressivemesh.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "progressivemesh.mak" CFG="ProgressiveMesh - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ProgressiveMesh - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "ProgressiveMesh - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "ProgressiveMesh - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib dxguid.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
!ELSEIF "$(CFG)" == "ProgressiveMesh - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 d3dx8dt.lib d3d8.lib winmm.lib dxguid.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
!ENDIF
# Begin Target
# Name "ProgressiveMesh - Win32 Release"
# Name "ProgressiveMesh - Win32 Debug"
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=.\resource.h
# End Source File
# Begin Source File
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# End Source File
# End Group
# Begin Group "Common"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\common\src\d3dapp.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\include\d3dapp.h
# End Source File
# Begin Source File
SOURCE=..\..\common\src\d3dfont.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\include\d3dfont.h
# End Source File
# Begin Source File
SOURCE=..\..\common\src\d3dutil.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\include\d3dutil.h
# End Source File
# Begin Source File
SOURCE=..\..\common\src\dxutil.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\include\dxutil.h
# End Source File
# End Group
# Begin Source File
SOURCE=.\ProgressiveMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\readme.txt
# End Source File
# End Target
# End Project

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@@ -0,0 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "ProgressiveMesh"=.\progressivemesh.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
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###############################################################################
Global:
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{{{
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Package=<3>
{{{
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###############################################################################

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@@ -0,0 +1,241 @@
# Microsoft Developer Studio Generated NMAKE File, Based on progressivemesh.dsp
!IF "$(CFG)" == ""
CFG=ProgressiveMesh - Win32 Debug
!MESSAGE No configuration specified. Defaulting to ProgressiveMesh - Win32 Debug.
!ENDIF
!IF "$(CFG)" != "ProgressiveMesh - Win32 Release" && "$(CFG)" != "ProgressiveMesh - Win32 Debug"
!MESSAGE Invalid configuration "$(CFG)" specified.
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "progressivemesh.mak" CFG="ProgressiveMesh - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ProgressiveMesh - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "ProgressiveMesh - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
!ERROR An invalid configuration is specified.
!ENDIF
!IF "$(OS)" == "Windows_NT"
NULL=
!ELSE
NULL=nul
!ENDIF
!IF "$(CFG)" == "ProgressiveMesh - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\progressivemesh.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\ProgressiveMesh.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\WinMain.res"
-@erase "$(OUTDIR)\progressivemesh.exe"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /ML /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\progressivemesh.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
.c{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
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$(CPP) @<<
$(CPP_PROJ) $<
<<
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$(CPP) @<<
$(CPP_PROJ) $<
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$(CPP) @<<
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$(CPP) @<<
$(CPP_PROJ) $<
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.cxx{$(INTDIR)}.sbr::
$(CPP) @<<
$(CPP_PROJ) $<
<<
MTL=midl.exe
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\WinMain.res" /d "NDEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\progressivemesh.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib dxguid.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\progressivemesh.pdb" /machine:I386 /out:"$(OUTDIR)\progressivemesh.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\ProgressiveMesh.obj" \
"$(INTDIR)\WinMain.res"
"$(OUTDIR)\progressivemesh.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "ProgressiveMesh - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\progressivemesh.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\ProgressiveMesh.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\vc60.pdb"
-@erase "$(INTDIR)\WinMain.res"
-@erase "$(OUTDIR)\progressivemesh.exe"
-@erase "$(OUTDIR)\progressivemesh.ilk"
-@erase "$(OUTDIR)\progressivemesh.pdb"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\progressivemesh.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
.c{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
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$(CPP) @<<
$(CPP_PROJ) $<
<<
.cxx{$(INTDIR)}.obj::
$(CPP) @<<
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<<
.c{$(INTDIR)}.sbr::
$(CPP) @<<
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<<
.cpp{$(INTDIR)}.sbr::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cxx{$(INTDIR)}.sbr::
$(CPP) @<<
$(CPP_PROJ) $<
<<
MTL=midl.exe
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\WinMain.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\progressivemesh.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8dt.lib d3d8.lib winmm.lib dxguid.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\progressivemesh.pdb" /debug /machine:I386 /out:"$(OUTDIR)\progressivemesh.exe" /pdbtype:sept /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\ProgressiveMesh.obj" \
"$(INTDIR)\WinMain.res"
"$(OUTDIR)\progressivemesh.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("progressivemesh.dep")
!INCLUDE "progressivemesh.dep"
!ELSE
!MESSAGE Warning: cannot find "progressivemesh.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "ProgressiveMesh - Win32 Release" || "$(CFG)" == "ProgressiveMesh - Win32 Debug"
SOURCE=.\WinMain.rc
"$(INTDIR)\WinMain.res" : $(SOURCE) "$(INTDIR)"
$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dapp.cpp
"$(INTDIR)\d3dapp.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dfont.cpp
"$(INTDIR)\d3dfont.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dutil.cpp
"$(INTDIR)\d3dutil.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\dxutil.cpp
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=.\ProgressiveMesh.cpp
"$(INTDIR)\ProgressiveMesh.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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@@ -0,0 +1,62 @@
//-----------------------------------------------------------------------------
// Name: ProgressiveMesh Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The ProgressiveMesh sample illustrates how to load and optimize a file-based
mesh using the D3DX mesh utility functions. A progressive mesh is one in
which the vertex information is stored internally in a special tree which
can be accessed to render the mesh with any given number of vertices. This
procedure is fast, so progressive meshes are ideal for level-of-detail
scenarios, where objects in the distance are render with fewer polygons.
For more info on D3DX, refer to the DirectX SDK documentation.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\ProgressiveMesh
Executable: DXSDK\Samples\Multimedia\D3D\Bin
User's Guide
============
The following keys are implemented. The dropdown menus can be used for the
same controls.
<Enter> Starts and stops the scene
<Space> Advances the scene by a small increment
<F1> Shows help or available commands.
<F2> Prompts user to select a new rendering device or display mode
<Alt+Enter> Toggles between fullscreen and windowed modes
<Esc> Exits the app.
<Up> Adds one vertex to the progressive mesh
<Down> Subtracts one vertex to the progressive mesh
<Page Up> Adds 100 vertices to the progressive mesh
<Page Dn> Subtracts 100 vertices to the progressive mesh
<Home> Displays all available vertices for the progressive mesh
<End> Displays the minimum vertices for the progressive mesh
Programming Notes
=================
Many Direct3D samples on the DirectX SDK use file-based meshes. This sample
is a good sample to look to see the bare bones code necessary for loading a
mesh. Note that the D3DX mesh loading functionality collapses the frame
hierarchy of a .x file into one mesh.
The main difference for using progressive meshes is the call to
SetNumVertices() for the mesh.
For other samples, the bare bones D3DX mesh functionality is wrapped in a
common class class CD3DMesh. If it is desired to keep the frame hierarchy,
the common class CD3DFile can be used.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\Multimedia\Common

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@@ -0,0 +1,38 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by winmain.rc
//
#define IDI_MAIN_ICON 101
#define IDR_MAIN_ACCEL 113
#define IDR_MENU 141
#define IDR_POPUP 142
#define IDD_SELECTDEVICE 144
#define IDC_DEVICE_COMBO 1000
#define IDC_MODE_COMBO 1001
#define IDC_ADAPTER_COMBO 1002
#define IDC_FULLSCREENMODES_COMBO 1003
#define IDC_MULTISAMPLE_COMBO 1005
#define IDC_WINDOWED_CHECKBOX 1012
#define IDC_FULLSCREEN_TEXT 1014
#define IDC_WINDOW 1016
#define IDC_FULLSCREEN 1018
#define IDM_TOGGLEHELP 40001
#define IDM_CHANGEDEVICE 40002
#define IDM_TOGGLEFULLSCREEN 40003
#define IDM_TOGGLESTART 40004
#define IDM_SINGLESTEP 40005
#define IDM_EXIT 40006
#define IDM_OPENFILE 40011
#define ID_OPTIONS_SHOWOPTIMIZEDPMESHES 40012
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 146
#define _APS_NEXT_COMMAND_VALUE 40013
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#define _APS_NEXT_SYMED_VALUE 102
#endif
#endif

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@@ -0,0 +1,188 @@
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define IDC_STATIC -1
#include <windows.h>
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
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#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_MAIN_ICON ICON DISCARDABLE "DirectX.ico"
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
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1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
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2 TEXTINCLUDE DISCARDABLE
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3 TEXTINCLUDE DISCARDABLE
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"\r\n"
"\0"
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#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
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//
IDR_MAIN_ACCEL ACCELERATORS DISCARDABLE
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"O", ID_OPTIONS_SHOWOPTIMIZEDPMESHES, VIRTKEY, NOINVERT
"O", IDM_OPENFILE, VIRTKEY, CONTROL, NOINVERT
VK_ESCAPE, IDM_EXIT, VIRTKEY, NOINVERT
VK_F1, IDM_TOGGLEHELP, VIRTKEY, NOINVERT
VK_F2, IDM_CHANGEDEVICE, VIRTKEY, NOINVERT
VK_RETURN, IDM_TOGGLESTART, VIRTKEY, NOINVERT
VK_RETURN, IDM_TOGGLEFULLSCREEN, VIRTKEY, ALT, NOINVERT
VK_SPACE, IDM_SINGLESTEP, VIRTKEY, NOINVERT
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
END
/////////////////////////////////////////////////////////////////////////////
//
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GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_SELECTDEVICE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 259
TOPMARGIN, 7
END
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
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STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Select Device"
FONT 8, "MS Shell Dlg"
BEGIN
GROUPBOX "Rendering device",IDC_STATIC,5,5,200,45
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LTEXT "&Device:",IDC_STATIC,22,32,65,10,SS_CENTERIMAGE
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WS_VSCROLL | WS_TABSTOP
GROUPBOX "Rendering mode",IDC_STATIC,5,52,200,45
CONTROL "Use desktop &window",IDC_WINDOW,"Button",
BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP,10,62,85,15
CONTROL "&Fullscreen mode:",IDC_FULLSCREEN,"Button",
BS_AUTORADIOBUTTON,10,77,75,15
COMBOBOX IDC_FULLSCREENMODES_COMBO,90,77,105,204,CBS_DROPDOWNLIST |
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COMBOBOX IDC_MULTISAMPLE_COMBO,90,111,105,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
DEFPUSHBUTTON "OK",IDOK,210,10,50,14
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END
/////////////////////////////////////////////////////////////////////////////
//
// Menu
//
IDR_MENU MENU DISCARDABLE
BEGIN
POPUP "&File"
BEGIN
MENUITEM "&Open file...\tCtrl+O", IDM_OPENFILE
MENUITEM SEPARATOR
MENUITEM "&Go/stop\tEnter", IDM_TOGGLESTART
MENUITEM "&Single step\tSpace", IDM_SINGLESTEP
MENUITEM SEPARATOR
MENUITEM "&Change device...\tF2", IDM_CHANGEDEVICE
MENUITEM SEPARATOR
MENUITEM "E&xit\tESC", IDM_EXIT
END
POPUP "Options"
BEGIN
MENUITEM "Show Optimized PMeshes 'o'", ID_OPTIONS_SHOWOPTIMIZEDPMESHES
END
END
IDR_POPUP MENU DISCARDABLE
BEGIN
POPUP "Popup"
BEGIN
MENUITEM "&Go/stop", IDM_TOGGLESTART
MENUITEM "&Single step", IDM_SINGLESTEP
MENUITEM SEPARATOR
MENUITEM "&Change device...", IDM_CHANGEDEVICE
MENUITEM SEPARATOR
MENUITEM "E&xit", IDM_EXIT
END
END
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
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