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>
711 lines
24 KiB
C++
711 lines
24 KiB
C++
//-----------------------------------------------------------------------------
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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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// verify validity of mesh for simplification
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if( FAILED( hr = D3DXValidMesh( pMesh, (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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// Allocate a material/texture arrays
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d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
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m_mtrlMeshMaterials = new D3DMATERIAL8[m_dwNumMaterials];
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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 );
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if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, strMediaPath,
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&m_pMeshTextures[i] ) ) )
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m_pMeshTextures[i] = NULL;
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}
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pD3DXMtrlBuffer->Release();
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pD3DXMtrlBuffer = NULL;
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// Lock the vertex buffer, to generate a simple bounding sphere
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hr = pMesh->GetVertexBuffer( &pVertexBuffer );
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if( FAILED(hr) )
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goto End;
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hr = pVertexBuffer->Lock( 0, 0, &pVertices, D3DLOCK_NOSYSLOCK );
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if( FAILED(hr) )
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goto End;
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hr = D3DXComputeBoundingSphere( pVertices, pMesh->GetNumVertices(),
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pMesh->GetFVF(),
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&m_vObjectCenter, &m_fObjectRadius );
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pVertexBuffer->Unlock();
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pVertexBuffer->Release();
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if( FAILED(hr) || m_dwNumMaterials == 0 )
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goto End;
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if ( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
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{
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hr = pMesh->CloneMeshFVF( dw32BitFlag|D3DXMESH_MANAGED, pMesh->GetFVF() | D3DFVF_NORMAL,
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m_pd3dDevice, &pTempMesh );
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if (FAILED(hr))
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goto End;
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D3DXComputeNormals( pTempMesh, NULL );
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pMesh->Release();
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pMesh = pTempMesh;
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}
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hr = D3DXGeneratePMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(),
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NULL, NULL, 1, D3DXMESHSIMP_VERTEX, &pPMesh);
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if( FAILED(hr) )
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goto End;
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cVerticesMin = pPMesh->GetMinVertices();
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cVerticesMax = pPMesh->GetMaxVertices();
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cVerticesPerMesh = (cVerticesMax - cVerticesMin) / 10;
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m_cPMeshes = max(1, (DWORD)ceil((cVerticesMax - cVerticesMin) / (float)cVerticesPerMesh));
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m_pPMeshes = new LPD3DXPMESH[m_cPMeshes];
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if (m_pPMeshes == NULL)
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{
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hr = E_OUTOFMEMORY;
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goto End;
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}
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memset(m_pPMeshes, 0, sizeof(LPD3DXPMESH) * m_cPMeshes);
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// clone full size pmesh
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hr = pPMesh->ClonePMeshFVF( D3DXMESH_MANAGED | D3DXMESH_VB_SHARE, pPMesh->GetFVF(), m_pd3dDevice, &m_pPMeshFull );
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if (FAILED(hr))
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goto End;
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// clone all the separate pmeshes
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for (iPMesh = 0; iPMesh < m_cPMeshes; iPMesh++)
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{
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hr = pPMesh->ClonePMeshFVF( D3DXMESH_MANAGED | D3DXMESH_VB_SHARE, pPMesh->GetFVF(), m_pd3dDevice, &m_pPMeshes[iPMesh] );
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if (FAILED(hr))
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goto End;
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// trim to appropriate space
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hr = m_pPMeshes[iPMesh]->TrimByVertices(cVerticesMin + cVerticesPerMesh * iPMesh, cVerticesMin + cVerticesPerMesh * (iPMesh+1), NULL, NULL);
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if (FAILED(hr))
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goto End;
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hr = m_pPMeshes[iPMesh]->OptimizeBaseLOD(D3DXMESHOPT_VERTEXCACHE, NULL);
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if (FAILED(hr))
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goto End;
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}
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// set current to be maximum number of vertices
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m_iPMeshCur = m_cPMeshes - 1;
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hr = m_pPMeshes[m_iPMeshCur]->SetNumVertices(cVerticesMax);
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if (FAILED(hr))
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goto End;
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hr = m_pPMeshFull->SetNumVertices(cVerticesMax);
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if (FAILED(hr))
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goto End;
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End:
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SAFE_RELEASE( pAdjacencyBuffer );
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SAFE_RELEASE( pD3DXMtrlBuffer );
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SAFE_RELEASE( pMesh );
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SAFE_RELEASE( pPMesh );
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if (FAILED(hr))
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{
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for (iPMesh = 0; iPMesh < m_cPMeshes; iPMesh++)
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{
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SAFE_RELEASE( m_pPMeshes[iPMesh] );
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}
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delete []m_pPMeshes;
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m_cPMeshes = 0;
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m_pPMeshes = NULL;
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SAFE_RELEASE( m_pPMeshFull )
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}
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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m_pFont->RestoreDeviceObjects();
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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->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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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 );
|
|
}
|
|
|
|
}
|