Files
Client/Library/dxx8/samples/Multimedia/Direct3D/ProgressiveMesh/progressivemesh.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

711 lines
24 KiB
C++

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