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>
592 lines
20 KiB
C++
592 lines
20 KiB
C++
//-----------------------------------------------------------------------------
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// File: EnhancedMesh.cpp
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//
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// Desc: Sample showing enhanced meshes in D3D
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <commdlg.h>
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#include <tchar.h>
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#include <stdio.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: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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TCHAR m_strMeshFilename[512];
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TCHAR m_strInitialDir[512];
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LPD3DXMESH m_pMeshSysMem; // system memory version of mesh, lives through resize's
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LPD3DXMESH m_pMeshEnhanced; // vid mem version of mesh that is enhanced
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UINT m_dwNumSegs; // number of segments per edge (tesselation level)
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D3DXMATERIAL* m_pMaterials; // pointer to material info in m_pbufMaterials
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LPDIRECT3DTEXTURE8* m_ppTextures; // array of textures, entries are NULL if no texture specified
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DWORD m_dwNumMaterials; // number of materials
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CD3DFont* m_pFont;
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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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LPD3DXBUFFER m_pbufMaterials; // contains both the materials data and the filename strings
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LPD3DXBUFFER m_pbufAdjacency; // Contains the adjacency info loaded with the mesh
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BOOL m_bUseHWNPatches;
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HRESULT GenerateEnhancedMesh(UINT cNewNumSegs);
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT ConfirmDevice (D3DCAPS8* pCaps, DWORD dwBehaviorFlags, D3DFORMAT fmt);
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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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public:
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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: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("Enhanced Mesh - N-Patches");
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m_bUseDepthBuffer = TRUE;
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m_bShowCursorWhenFullscreen = TRUE;
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m_pMeshSysMem = NULL;
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m_pMeshEnhanced = NULL;
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m_pMaterials = NULL;
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m_ppTextures = NULL;
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m_dwNumMaterials = NULL;
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m_pbufMaterials = NULL;
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m_pbufAdjacency = NULL;
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m_dwNumSegs = 2;
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m_bUseHWNPatches = FALSE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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_tcscpy( m_strInitialDir, DXUtil_GetDXSDKMediaPath() );
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_tcscpy( m_strMeshFilename, _T("tiger.x") );
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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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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0, 0, -2*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( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x000000ff, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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if (m_bUseHWNPatches)
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{
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float fNumSegs;
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fNumSegs = (float)m_dwNumSegs;
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m_pd3dDevice->SetRenderState(D3DRS_PATCHSEGMENTS, *((DWORD*)&fNumSegs));
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}
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// set and draw each of the materials in the mesh
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for( UINT i = 0; i < m_dwNumMaterials; i++ )
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{
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m_pd3dDevice->SetMaterial( &m_pMaterials[i].MatD3D );
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m_pd3dDevice->SetTexture( 0, m_ppTextures[i] );
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m_pMeshEnhanced->DrawSubset( i );
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}
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if (m_bUseHWNPatches)
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{
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m_pd3dDevice->SetRenderState(D3DRS_PATCHSEGMENTS, 0);
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}
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// Output stats
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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 buffer1[80], buffer2[80];
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_stprintf( buffer1, "NumSegs:" );
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_stprintf( buffer2, "%d ", m_dwNumSegs );
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m_pFont->DrawText( 2, 40, 0xffffff00, buffer1 );
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m_pFont->DrawText( 150, 40, 0xffffffff, buffer2 );
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_stprintf( buffer1, "NumFaces:" );
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_stprintf( buffer2, "%d ", (m_pMeshEnhanced == NULL) ? 0 : m_pMeshEnhanced->GetNumFaces() );
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m_pFont->DrawText( 2, 60, 0xffffff00, buffer1 );
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m_pFont->DrawText( 150, 60, 0xffffffff, buffer2 );
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_stprintf( buffer1, "NumVertices:" );
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_stprintf( buffer2, "%d ", (m_pMeshEnhanced == NULL) ? 0 : m_pMeshEnhanced->GetNumVertices() );
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m_pFont->DrawText( 2, 80, 0xffffff00, buffer1 );
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m_pFont->DrawText( 150, 80, 0xffffffff, buffer2 );
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}
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// End the scene.
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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: This creates all device-dependent managed objects, such as managed
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// textures and managed vertex buffers.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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LPDIRECT3DVERTEXBUFFER8 pVB = NULL;
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BYTE* pVertices = NULL;
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LPD3DXMESH pTempMesh;
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TCHAR strMeshPath[512];
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HRESULT hr;
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// Initialize the font's internal textures
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Load the mesh from the specified file
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DXUtil_FindMediaFile( strMeshPath, m_strMeshFilename );
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hr = D3DXLoadMeshFromX( strMeshPath, D3DXMESH_SYSTEMMEM, m_pd3dDevice,
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&m_pbufAdjacency, &m_pbufMaterials, &m_dwNumMaterials,
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&m_pMeshSysMem );
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if( FAILED(hr) )
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// hide error so that we can display a blue screen
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return S_OK;
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// Lock the vertex buffer, to generate a simple bounding sphere
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hr = m_pMeshSysMem->GetVertexBuffer( &pVB );
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if( FAILED(hr) )
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return hr;
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hr = pVB->Lock( 0, 0, &pVertices, 0 );
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if( FAILED(hr) )
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{
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SAFE_RELEASE( pVB );
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return hr;
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}
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hr = D3DXComputeBoundingSphere( pVertices, m_pMeshSysMem->GetNumVertices(),
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m_pMeshSysMem->GetFVF(), &m_vObjectCenter,
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&m_fObjectRadius );
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if( FAILED(hr) )
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{
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pVB->Unlock();
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SAFE_RELEASE( pVB );
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return hr;
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}
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if( 0 == m_dwNumMaterials )
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{
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pVB->Unlock();
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SAFE_RELEASE( pVB );
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return E_INVALIDARG;
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}
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// Get the array of materials out of the returned buffer, allocate a
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// texture array, and load the textures
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m_pMaterials = (D3DXMATERIAL*)m_pbufMaterials->GetBufferPointer();
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m_ppTextures = new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
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for( UINT i=0; i<m_dwNumMaterials; i++ )
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{
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TCHAR strTexturePath[512] = _T("");
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DXUtil_FindMediaFile( strTexturePath, m_pMaterials[i].pTextureFilename );
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if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, strTexturePath,
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&m_ppTextures[i] ) ) )
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m_ppTextures[i] = NULL;
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}
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pVB->Unlock();
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SAFE_RELEASE( pVB );
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// Make sure there are normals, which are required for the tesselation
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// enhancement
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if( !(m_pMeshSysMem->GetFVF() & D3DFVF_NORMAL) )
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{
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hr = m_pMeshSysMem->CloneMeshFVF( m_pMeshSysMem->GetOptions(),
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m_pMeshSysMem->GetFVF() | D3DFVF_NORMAL,
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m_pd3dDevice, &pTempMesh );
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if( FAILED(hr) )
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return hr;
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D3DXComputeNormals( pTempMesh, NULL );
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SAFE_RELEASE( m_pMeshSysMem );
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m_pMeshSysMem = pTempMesh;
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: GenerateEnhancedMesh()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::GenerateEnhancedMesh( UINT dwNewNumSegs )
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{
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LPD3DXMESH pMeshEnhancedSysMem = NULL;
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LPD3DXMESH pMeshTemp;
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HRESULT hr;
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if (m_pMeshSysMem == NULL)
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return S_OK;
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// if using hw, just copy the mesh
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if (m_bUseHWNPatches)
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{
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hr = m_pMeshSysMem->CloneMeshFVF( D3DXMESH_WRITEONLY | D3DXMESH_NPATCHES |
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(m_pMeshSysMem->GetOptions() & D3DXMESH_32BIT),
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m_pMeshSysMem->GetFVF(), m_pd3dDevice, &pMeshTemp );
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if( FAILED(hr) )
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return hr;
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}
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else // tesselate the mesh in sw
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{
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// Create an enhanced version of the mesh, will be in sysmem since source is
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hr = D3DXTessellateNPatches( m_pMeshSysMem, (DWORD*)m_pbufAdjacency->GetBufferPointer(),
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(float)dwNewNumSegs, FALSE, &pMeshEnhancedSysMem, NULL );
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if( FAILED(hr) )
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{
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// If the tessellate failed, there might have been more triangles or vertices
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// than can fit into a 16bit mesh, so try cloning to 32bit before tessellation
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hr = m_pMeshSysMem->CloneMeshFVF( D3DXMESH_SYSTEMMEM | D3DXMESH_32BIT,
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m_pMeshSysMem->GetFVF(), m_pd3dDevice, &pMeshTemp );
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if (FAILED(hr))
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return hr;
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hr = D3DXTessellateNPatches( pMeshTemp, (DWORD*)m_pbufAdjacency->GetBufferPointer(),
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(float)dwNewNumSegs, FALSE, &pMeshEnhancedSysMem, NULL );
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if( FAILED(hr) )
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{
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pMeshTemp->Release();
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return hr;
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}
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pMeshTemp->Release();
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}
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// Make a vid mem version of the mesh
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// Only set WRITEONLY if it doesn't use 32bit indices, because those
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// often need to be emulated, which means that D3DX needs read-access.
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DWORD dwMeshEnhancedFlags = pMeshEnhancedSysMem->GetOptions() & D3DXMESH_32BIT;
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if( (dwMeshEnhancedFlags & D3DXMESH_32BIT) == 0)
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dwMeshEnhancedFlags |= D3DXMESH_WRITEONLY;
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hr = pMeshEnhancedSysMem->CloneMeshFVF( dwMeshEnhancedFlags, m_pMeshSysMem->GetFVF(),
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m_pd3dDevice, &pMeshTemp );
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if( FAILED(hr) )
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{
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SAFE_RELEASE( pMeshEnhancedSysMem );
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return hr;
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}
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// Latch in the enhanced mesh
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SAFE_RELEASE( pMeshEnhancedSysMem );
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}
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SAFE_RELEASE( m_pMeshEnhanced );
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m_pMeshEnhanced = pMeshTemp;
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m_dwNumSegs = dwNewNumSegs;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Restore device-memory objects and state after a device is created or
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// resized.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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HRESULT hr;
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m_bUseHWNPatches = (m_d3dCaps.DevCaps & D3DDEVCAPS_NPATCHES);
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hr = GenerateEnhancedMesh( m_dwNumSegs );
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if( FAILED(hr) )
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return hr;
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// Setup render state
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x33333333 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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// Setup the light
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D3DLIGHT8 light;
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D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f,-1.0f, 1.0f );
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m_pd3dDevice->SetLight(0, &light );
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m_pd3dDevice->LightEnable(0, TRUE );
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// Setup the arcball parameters
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m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 0.85f );
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m_ArcBall.SetRadius( 1.0f );
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// Setup the projection matrix
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D3DXMATRIX matProj;
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FLOAT fAspect = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect,
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m_fObjectRadius/64.0f, m_fObjectRadius*200.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Restore the font
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m_pFont->RestoreDeviceObjects();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc: Called when the device-dependent objects are about to be lost.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
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{
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m_pFont->InvalidateDeviceObjects();
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SAFE_RELEASE( m_pMeshEnhanced );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exiting, or the device is being changed,
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// this function deletes any device dependent objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DeleteDeviceObjects()
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{
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m_pFont->DeleteDeviceObjects();
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for( UINT i = 0; i < m_dwNumMaterials; i++ )
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SAFE_RELEASE( m_ppTextures[i] );
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SAFE_DELETE_ARRAY( m_ppTextures );
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SAFE_RELEASE( m_pMeshSysMem );
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SAFE_RELEASE( m_pbufMaterials );
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m_dwNumMaterials = 0L;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FinalCleanup()
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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::FinalCleanup()
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{
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SAFE_DELETE( m_pFont );
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|
return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: Message proc function to handle key and menu input
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|
//-----------------------------------------------------------------------------
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LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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|
LPARAM lParam )
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|
{
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// Pass mouse messages to the ArcBall so it can build internal matrices
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|
m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
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|
|
|
// Trap context menu
|
|
if( WM_CONTEXTMENU == uMsg )
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|
return 0;
|
|
|
|
// Handle key presses
|
|
if( WM_KEYDOWN == uMsg )
|
|
{
|
|
if( VK_UP == (int)wParam )
|
|
GenerateEnhancedMesh( m_dwNumSegs + 1 );
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|
|
|
if( VK_DOWN == (int)wParam )
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|
GenerateEnhancedMesh( max( 1, m_dwNumSegs - 1 ) );
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|
|
|
if( 'W' == (int)wParam )
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|
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
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|
|
|
if( 'S' == (int)wParam )
|
|
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
|
|
}
|
|
else if( uMsg == WM_COMMAND )
|
|
{
|
|
// Handle the open file command
|
|
if( 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();
|
|
InitDeviceObjects();
|
|
RestoreDeviceObjects();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Pass remaining messages to default handler
|
|
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: ConfirmDevice()
|
|
// Desc: Called during device intialization, this code checks the device
|
|
// for some minimum set of capabilities
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::ConfirmDevice (D3DCAPS8* pCaps, DWORD dwBehavior,
|
|
D3DFORMAT fmt)
|
|
{
|
|
// On a non-pure device, if it can do rt-Patches,
|
|
// it can do n-Patches as well.
|
|
if ((dwBehavior & D3DCREATE_PUREDEVICE) &&
|
|
((pCaps->DevCaps & D3DDEVCAPS_NPATCHES) == 0) &&
|
|
(pCaps->DevCaps & D3DDEVCAPS_RTPATCHES))
|
|
return E_FAIL;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
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|