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>
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//-----------------------------------------------------------------------------
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// File: ProgressiveMesh.cpp
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//
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// Desc: Sample of creating progressive meshes in D3D
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <stdio.h>
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#include <windows.h>
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#include <commdlg.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DFont.h"
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#include "D3DUtil.h"
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#include "DXUtil.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Main class to run this application. Most functionality is inherited
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// from the CD3DApplication base class.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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TCHAR m_strInitialDir[512];
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TCHAR m_strMeshFilename[512]; // Filename of mesh
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LPD3DXPMESH* m_pPMeshes;
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LPD3DXPMESH m_pPMeshFull;
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DWORD m_cPMeshes;
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DWORD m_iPMeshCur;
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D3DMATERIAL8* m_mtrlMeshMaterials;
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LPDIRECT3DTEXTURE8* m_pMeshTextures; // Array of textures, entries are NULL if no texture specified
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DWORD m_dwNumMaterials; // Number of materials
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CD3DArcBall m_ArcBall; // Mouse rotation utility
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D3DXVECTOR3 m_vObjectCenter; // Center of bounding sphere of object
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FLOAT m_fObjectRadius; // Radius of bounding sphere of object
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CD3DFont* m_pFont; // Font for displaying help
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BOOL m_bDisplayHelp;
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BOOL m_bShowOptimized;
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public:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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void SetNumVertices(DWORD dwNumMeshVertices);
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Constructor
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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// Override base class members
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m_strWindowTitle = _T("ProgressiveMesh: Using Progressive Meshes in D3D");
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m_bUseDepthBuffer = TRUE;
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m_bShowCursorWhenFullscreen = TRUE;
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// Initialize member variables
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_tcscpy( m_strInitialDir, DXUtil_GetDXSDKMediaPath() );
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_tcscpy( m_strMeshFilename, _T("Tiger.x") );
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m_pPMeshes = NULL;
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m_cPMeshes = 0;
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m_pPMeshFull = NULL;
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m_bShowOptimized = TRUE;
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m_dwNumMaterials = 0L;
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m_mtrlMeshMaterials = NULL;
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m_pMeshTextures = NULL;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_bDisplayHelp = FALSE;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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// Set cursor to indicate that user can move the object with the mouse
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#ifdef _WIN64
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SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
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#else
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SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
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#endif
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Setup world matrix
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D3DXMATRIX matWorld;
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D3DXMatrixTranslation( &matWorld, -m_vObjectCenter.x,
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-m_vObjectCenter.y,
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-m_vObjectCenter.z );
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D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
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D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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// Set up view matrix
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0, 0,-3*m_fObjectRadius ),
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&D3DXVECTOR3( 0, 0, 0 ),
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&D3DXVECTOR3( 0, 1, 0 ) );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the backbuffer
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m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x000000ff, 1.0f, 0x00000000 );
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// Begin scene rendering
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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if( m_pPMeshes )
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{
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// Set and draw each of the materials in the mesh
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for( DWORD i=0; i<m_dwNumMaterials; i++ )
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{
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m_pd3dDevice->SetMaterial( &m_mtrlMeshMaterials[i] );
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m_pd3dDevice->SetTexture( 0, m_pMeshTextures[i] );
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if (m_bShowOptimized)
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m_pPMeshes[m_iPMeshCur]->DrawSubset( i );
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else
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m_pPMeshFull->DrawSubset( i );
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}
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}
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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TCHAR strBuffer[512];
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if (m_bShowOptimized)
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{
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if (!m_pPMeshes)
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{
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sprintf( strBuffer, _T("Unoptimized") );
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m_pFont->DrawText( 2, 60, 0xffffff00, strBuffer );
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sprintf( strBuffer, _T("Num Vertices = %ld, Optimized %f"),
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0, 0.0f);
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m_pFont->DrawText( 2, 40, 0xffffff00, strBuffer );
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}
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else
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{
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sprintf( strBuffer, _T("PMesh %d out of %d"), m_iPMeshCur + 1, m_cPMeshes );
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m_pFont->DrawText( 2, 60, 0xffffff00, strBuffer );
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sprintf( strBuffer, _T("Num Vertices = %ld, Min = %ld, Max = %ld%"),
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m_pPMeshes[m_iPMeshCur]->GetNumVertices(),
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m_pPMeshes[m_iPMeshCur]->GetMinVertices(),
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m_pPMeshes[m_iPMeshCur]->GetMaxVertices());
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m_pFont->DrawText( 2, 40, 0xffffff00, strBuffer );
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}
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}
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else
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{
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sprintf( strBuffer, _T("Unoptimized") );
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m_pFont->DrawText( 2, 60, 0xffffff00, strBuffer );
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sprintf( strBuffer, _T("Num Vertices = %ld, Min = %ld, Max = %ld%"),
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m_pPMeshFull->GetNumVertices(),
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m_pPMeshFull->GetMinVertices(),
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m_pPMeshFull->GetMaxVertices());
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m_pFont->DrawText( 2, 40, 0xffffff00, strBuffer );
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}
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// Output text
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if( m_bDisplayHelp )
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{
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m_pFont->DrawText( 2, 80, 0xffffffff, _T("<F1>\n\n")
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_T("<Up>\n")
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_T("<Down>\n\n")
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_T("<PgUp>\n")
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_T("<PgDn>\n\n")
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_T("<Home>\n")
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_T("<End>\n")
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_T("<o>"), 0L );
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m_pFont->DrawText( 70, 80, 0xffffffff, _T("Toggle help\n\n")
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_T("Add one vertex\n")
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_T("Subtract one vertex\n\n")
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_T("Add 100 vertices\n")
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_T("Subtract 100 vertices\n\n")
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_T("Max vertices\n")
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_T("Min vertices\n")
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_T("Show optimized pmeshes") );
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}
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else
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{
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m_pFont->DrawText( 2, 80, 0xffffffff, _T("<F1>\n") );
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m_pFont->DrawText( 70, 80, 0xffffffff, _T("Toggle help\n") );
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}
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// End the scene rendering
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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DWORD cVerticesPerMesh;
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// Initialize the font
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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CheckMenuItem( GetMenu(m_hWnd), ID_OPTIONS_SHOWOPTIMIZEDPMESHES, m_bShowOptimized ? MF_CHECKED : MF_UNCHECKED );
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// Load mesh
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LPD3DXBUFFER pAdjacencyBuffer = NULL;
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LPDIRECT3DVERTEXBUFFER8 pVertexBuffer = NULL;
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LPD3DXMESH pMesh = NULL;
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LPD3DXPMESH pPMesh = NULL;
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LPD3DXMESH pTempMesh;
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LPD3DXBUFFER pD3DXMtrlBuffer = NULL;
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BYTE* pVertices;
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TCHAR strMediaPath[512];
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HRESULT hr;
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DWORD dw32BitFlag;
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DWORD cVerticesMin;
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DWORD cVerticesMax;
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DWORD iPMesh;
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D3DXWELDEPSILONS Epsilons;
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DWORD i;
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D3DXMATERIAL* d3dxMaterials;
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// Find the path to the mesh
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if( FAILED( DXUtil_FindMediaFile( strMediaPath, m_strMeshFilename ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Load the mesh from the specified file
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if( FAILED( hr = D3DXLoadMeshFromX( strMediaPath, D3DXMESH_MANAGED, m_pd3dDevice,
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&pAdjacencyBuffer, &pD3DXMtrlBuffer,
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&m_dwNumMaterials, &pMesh ) ) )
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{
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// hide error so that device changes will not cause exit, shows blank screen instead
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goto End;
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}
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dw32BitFlag = (pMesh->GetOptions() & D3DXMESH_32BIT);
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// perform simple cleansing operations on mesh
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if( FAILED( hr = D3DXCleanMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(), &pTempMesh,
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(DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL ) ) )
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||||
{
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m_dwNumMaterials = 0;
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goto End;
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}
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SAFE_RELEASE(pMesh);
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pMesh = pTempMesh;
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// Perform a weld to try and remove excess vertices like the model bigship1.x in the DX8.0 SDK (current model is fixed)
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// Weld the mesh using all epsilons of 0.0f. A small epsilon like 1e-6 works well too
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memset(&Epsilons, 0, sizeof(D3DXWELDEPSILONS));
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if( FAILED( hr = D3DXWeldVertices( pMesh, &Epsilons,
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(DWORD*)pAdjacencyBuffer->GetBufferPointer(),
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(DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL ) ) )
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||||
{
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||||
m_dwNumMaterials = 0;
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goto End;
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||||
}
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||||
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||||
// verify validity of mesh for simplification
|
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if( FAILED( hr = D3DXValidMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL ) ) )
|
||||
{
|
||||
m_dwNumMaterials = 0;
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goto End;
|
||||
}
|
||||
|
||||
// Allocate a material/texture arrays
|
||||
d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
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m_mtrlMeshMaterials = new D3DMATERIAL8[m_dwNumMaterials];
|
||||
m_pMeshTextures = new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
|
||||
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||||
// Copy the materials and load the textures
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for( i=0; i<m_dwNumMaterials; i++ )
|
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{
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m_mtrlMeshMaterials[i] = d3dxMaterials[i].MatD3D;
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m_mtrlMeshMaterials[i].Ambient = m_mtrlMeshMaterials[i].Diffuse;
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|
||||
// Find the path to the texture and create that texture
|
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DXUtil_FindMediaFile( strMediaPath, d3dxMaterials[i].pTextureFilename );
|
||||
if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, strMediaPath,
|
||||
&m_pMeshTextures[i] ) ) )
|
||||
m_pMeshTextures[i] = NULL;
|
||||
}
|
||||
pD3DXMtrlBuffer->Release();
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||||
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 );
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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 "$(CFG)" == "ProgressiveMesh - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib dxguid.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(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
|
||||
|
||||
SOURCE=.\WinMain.rc
|
||||
# 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
|
||||
@@ -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>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -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) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(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) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
@@ -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
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#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
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#define IDC_STATIC -1\r\n"
|
||||
"#include <windows.h>\r\n"
|
||||
"\r\n"
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Accelerator
|
||||
//
|
||||
|
||||
IDR_MAIN_ACCEL ACCELERATORS DISCARDABLE
|
||||
BEGIN
|
||||
"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
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DESIGNINFO
|
||||
//
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
GUIDELINES DESIGNINFO DISCARDABLE
|
||||
BEGIN
|
||||
IDD_SELECTDEVICE, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 259
|
||||
TOPMARGIN, 7
|
||||
END
|
||||
END
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Dialog
|
||||
//
|
||||
|
||||
IDD_SELECTDEVICE DIALOG DISCARDABLE 0, 0, 267, 138
|
||||
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
|
||||
LTEXT "&Adapter:",IDC_STATIC,22,17,65,10,SS_CENTERIMAGE
|
||||
COMBOBOX IDC_ADAPTER_COMBO,90,15,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
LTEXT "&Device:",IDC_STATIC,22,32,65,10,SS_CENTERIMAGE
|
||||
COMBOBOX IDC_DEVICE_COMBO,90,30,105,100,CBS_DROPDOWNLIST |
|
||||
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 |
|
||||
WS_VSCROLL | WS_GROUP | WS_TABSTOP
|
||||
GROUPBOX "Multisample",IDC_STATIC,5,101,200,28
|
||||
LTEXT "&Multisample Type:",IDC_STATIC,22,113,62,10,
|
||||
SS_CENTERIMAGE
|
||||
COMBOBOX IDC_MULTISAMPLE_COMBO,90,111,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
DEFPUSHBUTTON "OK",IDOK,210,10,50,14
|
||||
PUSHBUTTON "Cancel",IDCANCEL,210,30,50,14
|
||||
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.
|
||||
//
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif // not APSTUDIO_INVOKED
|
||||
|
||||
Reference in New Issue
Block a user