Files
Client/Library/dxx8/samples/Multimedia/Direct3D/EnhancedMesh/EnhancedMesh.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

592 lines
20 KiB
C++

//-----------------------------------------------------------------------------
// File: EnhancedMesh.cpp
//
// Desc: Sample showing enhanced meshes in D3D
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <commdlg.h>
#include <tchar.h>
#include <stdio.h>
#include <d3dx8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
TCHAR m_strMeshFilename[512];
TCHAR m_strInitialDir[512];
LPD3DXMESH m_pMeshSysMem; // system memory version of mesh, lives through resize's
LPD3DXMESH m_pMeshEnhanced; // vid mem version of mesh that is enhanced
UINT m_dwNumSegs; // number of segments per edge (tesselation level)
D3DXMATERIAL* m_pMaterials; // pointer to material info in m_pbufMaterials
LPDIRECT3DTEXTURE8* m_ppTextures; // array of textures, entries are NULL if no texture specified
DWORD m_dwNumMaterials; // number of materials
CD3DFont* m_pFont;
CD3DArcBall m_ArcBall; // mouse rotation utility
D3DXVECTOR3 m_vObjectCenter; // Center of bounding sphere of object
FLOAT m_fObjectRadius; // Radius of bounding sphere of object
LPD3DXBUFFER m_pbufMaterials; // contains both the materials data and the filename strings
LPD3DXBUFFER m_pbufAdjacency; // Contains the adjacency info loaded with the mesh
BOOL m_bUseHWNPatches;
HRESULT GenerateEnhancedMesh(UINT cNewNumSegs);
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT ConfirmDevice (D3DCAPS8* pCaps, DWORD dwBehaviorFlags, D3DFORMAT fmt);
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Enhanced Mesh - N-Patches");
m_bUseDepthBuffer = TRUE;
m_bShowCursorWhenFullscreen = TRUE;
m_pMeshSysMem = NULL;
m_pMeshEnhanced = NULL;
m_pMaterials = NULL;
m_ppTextures = NULL;
m_dwNumMaterials = NULL;
m_pbufMaterials = NULL;
m_pbufAdjacency = NULL;
m_dwNumSegs = 2;
m_bUseHWNPatches = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
_tcscpy( m_strInitialDir, DXUtil_GetDXSDKMediaPath() );
_tcscpy( m_strMeshFilename, _T("tiger.x") );
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Set cursor to indicate that user can move the object with the mouse
#ifdef _WIN64
SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
#else
SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
#endif
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Setup world matrix
D3DXMATRIX matWorld;
D3DXMatrixTranslation( &matWorld, -m_vObjectCenter.x,
-m_vObjectCenter.y,
-m_vObjectCenter.z );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0, 0, -2*m_fObjectRadius ),
&D3DXVECTOR3( 0, 0, 0 ),
&D3DXVECTOR3( 0, 1, 0 ) );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
if (m_bUseHWNPatches)
{
float fNumSegs;
fNumSegs = (float)m_dwNumSegs;
m_pd3dDevice->SetRenderState(D3DRS_PATCHSEGMENTS, *((DWORD*)&fNumSegs));
}
// set and draw each of the materials in the mesh
for( UINT i = 0; i < m_dwNumMaterials; i++ )
{
m_pd3dDevice->SetMaterial( &m_pMaterials[i].MatD3D );
m_pd3dDevice->SetTexture( 0, m_ppTextures[i] );
m_pMeshEnhanced->DrawSubset( i );
}
if (m_bUseHWNPatches)
{
m_pd3dDevice->SetRenderState(D3DRS_PATCHSEGMENTS, 0);
}
// Output stats
{
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
TCHAR buffer1[80], buffer2[80];
_stprintf( buffer1, "NumSegs:" );
_stprintf( buffer2, "%d ", m_dwNumSegs );
m_pFont->DrawText( 2, 40, 0xffffff00, buffer1 );
m_pFont->DrawText( 150, 40, 0xffffffff, buffer2 );
_stprintf( buffer1, "NumFaces:" );
_stprintf( buffer2, "%d ", (m_pMeshEnhanced == NULL) ? 0 : m_pMeshEnhanced->GetNumFaces() );
m_pFont->DrawText( 2, 60, 0xffffff00, buffer1 );
m_pFont->DrawText( 150, 60, 0xffffffff, buffer2 );
_stprintf( buffer1, "NumVertices:" );
_stprintf( buffer2, "%d ", (m_pMeshEnhanced == NULL) ? 0 : m_pMeshEnhanced->GetNumVertices() );
m_pFont->DrawText( 2, 80, 0xffffff00, buffer1 );
m_pFont->DrawText( 150, 80, 0xffffffff, buffer2 );
}
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: This creates all device-dependent managed objects, such as managed
// textures and managed vertex buffers.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
LPDIRECT3DVERTEXBUFFER8 pVB = NULL;
BYTE* pVertices = NULL;
LPD3DXMESH pTempMesh;
TCHAR strMeshPath[512];
HRESULT hr;
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load the mesh from the specified file
DXUtil_FindMediaFile( strMeshPath, m_strMeshFilename );
hr = D3DXLoadMeshFromX( strMeshPath, D3DXMESH_SYSTEMMEM, m_pd3dDevice,
&m_pbufAdjacency, &m_pbufMaterials, &m_dwNumMaterials,
&m_pMeshSysMem );
if( FAILED(hr) )
// hide error so that we can display a blue screen
return S_OK;
// Lock the vertex buffer, to generate a simple bounding sphere
hr = m_pMeshSysMem->GetVertexBuffer( &pVB );
if( FAILED(hr) )
return hr;
hr = pVB->Lock( 0, 0, &pVertices, 0 );
if( FAILED(hr) )
{
SAFE_RELEASE( pVB );
return hr;
}
hr = D3DXComputeBoundingSphere( pVertices, m_pMeshSysMem->GetNumVertices(),
m_pMeshSysMem->GetFVF(), &m_vObjectCenter,
&m_fObjectRadius );
if( FAILED(hr) )
{
pVB->Unlock();
SAFE_RELEASE( pVB );
return hr;
}
if( 0 == m_dwNumMaterials )
{
pVB->Unlock();
SAFE_RELEASE( pVB );
return E_INVALIDARG;
}
// Get the array of materials out of the returned buffer, allocate a
// texture array, and load the textures
m_pMaterials = (D3DXMATERIAL*)m_pbufMaterials->GetBufferPointer();
m_ppTextures = new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
for( UINT i=0; i<m_dwNumMaterials; i++ )
{
TCHAR strTexturePath[512] = _T("");
DXUtil_FindMediaFile( strTexturePath, m_pMaterials[i].pTextureFilename );
if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, strTexturePath,
&m_ppTextures[i] ) ) )
m_ppTextures[i] = NULL;
}
pVB->Unlock();
SAFE_RELEASE( pVB );
// Make sure there are normals, which are required for the tesselation
// enhancement
if( !(m_pMeshSysMem->GetFVF() & D3DFVF_NORMAL) )
{
hr = m_pMeshSysMem->CloneMeshFVF( m_pMeshSysMem->GetOptions(),
m_pMeshSysMem->GetFVF() | D3DFVF_NORMAL,
m_pd3dDevice, &pTempMesh );
if( FAILED(hr) )
return hr;
D3DXComputeNormals( pTempMesh, NULL );
SAFE_RELEASE( m_pMeshSysMem );
m_pMeshSysMem = pTempMesh;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GenerateEnhancedMesh()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::GenerateEnhancedMesh( UINT dwNewNumSegs )
{
LPD3DXMESH pMeshEnhancedSysMem = NULL;
LPD3DXMESH pMeshTemp;
HRESULT hr;
if (m_pMeshSysMem == NULL)
return S_OK;
// if using hw, just copy the mesh
if (m_bUseHWNPatches)
{
hr = m_pMeshSysMem->CloneMeshFVF( D3DXMESH_WRITEONLY | D3DXMESH_NPATCHES |
(m_pMeshSysMem->GetOptions() & D3DXMESH_32BIT),
m_pMeshSysMem->GetFVF(), m_pd3dDevice, &pMeshTemp );
if( FAILED(hr) )
return hr;
}
else // tesselate the mesh in sw
{
// Create an enhanced version of the mesh, will be in sysmem since source is
hr = D3DXTessellateNPatches( m_pMeshSysMem, (DWORD*)m_pbufAdjacency->GetBufferPointer(),
(float)dwNewNumSegs, FALSE, &pMeshEnhancedSysMem, NULL );
if( FAILED(hr) )
{
// If the tessellate failed, there might have been more triangles or vertices
// than can fit into a 16bit mesh, so try cloning to 32bit before tessellation
hr = m_pMeshSysMem->CloneMeshFVF( D3DXMESH_SYSTEMMEM | D3DXMESH_32BIT,
m_pMeshSysMem->GetFVF(), m_pd3dDevice, &pMeshTemp );
if (FAILED(hr))
return hr;
hr = D3DXTessellateNPatches( pMeshTemp, (DWORD*)m_pbufAdjacency->GetBufferPointer(),
(float)dwNewNumSegs, FALSE, &pMeshEnhancedSysMem, NULL );
if( FAILED(hr) )
{
pMeshTemp->Release();
return hr;
}
pMeshTemp->Release();
}
// Make a vid mem version of the mesh
// Only set WRITEONLY if it doesn't use 32bit indices, because those
// often need to be emulated, which means that D3DX needs read-access.
DWORD dwMeshEnhancedFlags = pMeshEnhancedSysMem->GetOptions() & D3DXMESH_32BIT;
if( (dwMeshEnhancedFlags & D3DXMESH_32BIT) == 0)
dwMeshEnhancedFlags |= D3DXMESH_WRITEONLY;
hr = pMeshEnhancedSysMem->CloneMeshFVF( dwMeshEnhancedFlags, m_pMeshSysMem->GetFVF(),
m_pd3dDevice, &pMeshTemp );
if( FAILED(hr) )
{
SAFE_RELEASE( pMeshEnhancedSysMem );
return hr;
}
// Latch in the enhanced mesh
SAFE_RELEASE( pMeshEnhancedSysMem );
}
SAFE_RELEASE( m_pMeshEnhanced );
m_pMeshEnhanced = pMeshTemp;
m_dwNumSegs = dwNewNumSegs;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
m_bUseHWNPatches = (m_d3dCaps.DevCaps & D3DDEVCAPS_NPATCHES);
hr = GenerateEnhancedMesh( m_dwNumSegs );
if( FAILED(hr) )
return hr;
// Setup render state
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x33333333 );
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,-1.0f, 1.0f );
m_pd3dDevice->SetLight(0, &light );
m_pd3dDevice->LightEnable(0, TRUE );
// Setup the arcball parameters
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 0.85f );
m_ArcBall.SetRadius( 1.0f );
// Setup the projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = (FLOAT)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 );
// Restore the font
m_pFont->RestoreDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
SAFE_RELEASE( m_pMeshEnhanced );
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()
{
m_pFont->DeleteDeviceObjects();
for( UINT i = 0; i < m_dwNumMaterials; i++ )
SAFE_RELEASE( m_ppTextures[i] );
SAFE_DELETE_ARRAY( m_ppTextures );
SAFE_RELEASE( m_pMeshSysMem );
SAFE_RELEASE( m_pbufMaterials );
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 context menu
if( WM_CONTEXTMENU == uMsg )
return 0;
// Handle key presses
if( WM_KEYDOWN == uMsg )
{
if( VK_UP == (int)wParam )
GenerateEnhancedMesh( m_dwNumSegs + 1 );
if( VK_DOWN == (int)wParam )
GenerateEnhancedMesh( max( 1, m_dwNumSegs - 1 ) );
if( 'W' == (int)wParam )
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
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;
}