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- //-----------------------------------------------------------------------------
- // 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 );
- }
-
- }
-