Leaked source code of windows server 2003
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//+-------------------------------------------------------------------------
//
// Microsoft Windows
//
// Copyright (C) Microsoft Corporation, 1998 - 1999
//
// File: d3drmprogressivemeshobj.cpp
//
//--------------------------------------------------------------------------
// d3dRMProgressiveMeshObj.cpp : Implementation of CDirectApp and DLL registration.
#include "stdafx.h"
#include "Direct.h"
#include "dms.h"
#include "d3dRMProgressiveMeshObj.h"
#include "d3dRMMeshObj.h"
#include "d3drmTexture3Obj.h"
extern HRESULT BSTRtoGUID(LPGUID,BSTR);
CONSTRUCTOR( _dxj_Direct3dRMProgressiveMesh, {});
DESTRUCTOR(_dxj_Direct3dRMProgressiveMesh, {});
GETSET_OBJECT(_dxj_Direct3dRMProgressiveMesh);
CLONE_R(_dxj_Direct3dRMProgressiveMesh,Direct3DRMProgressiveMesh);
GETNAME_R(_dxj_Direct3dRMProgressiveMesh);
SETNAME_R(_dxj_Direct3dRMProgressiveMesh);
GETCLASSNAME_R(_dxj_Direct3dRMProgressiveMesh);
ADDDESTROYCALLBACK_R(_dxj_Direct3dRMProgressiveMesh);
DELETEDESTROYCALLBACK_R(_dxj_Direct3dRMProgressiveMesh);
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, setAppData, SetAppData, long,(DWORD));
GET_DIRECT_R(_dxj_Direct3dRMProgressiveMesh, getAppData, GetAppData, long);
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, getBox,GetBox, D3dRMBox*, (_D3DRMBOX*));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, getFaceDetail,GetFaceDetail, long*, (DWORD*));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, getVertexDetail,GetVertexDetail, long*, (DWORD*));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, setFaceDetail,SetFaceDetail, long, (DWORD));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, setVertexDetail,SetVertexDetail, long, (DWORD));
PASS_THROUGH_CAST_2_R(_dxj_Direct3dRMProgressiveMesh, getFaceDetailRange,GetFaceDetailRange, long*, (DWORD*),long*, (DWORD*));
PASS_THROUGH_CAST_2_R(_dxj_Direct3dRMProgressiveMesh, getVertexDetailRange,GetVertexDetailRange, long*, (DWORD*),long*, (DWORD*));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, getQuality, GetQuality, d3drmRenderQuality*, (D3DRMRENDERQUALITY*));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, setQuality, SetQuality, d3drmRenderQuality, (D3DRMRENDERQUALITY));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, setDetail,SetDetail, float, (float));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, getDetail,GetDetail, float*, (float*));
PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, setMinRenderDetail,SetMinRenderDetail, float, (float));
//PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, abort,Abort, long, (DWORD));
//PASS_THROUGH_CAST_1_R(_dxj_Direct3dRMProgressiveMesh, getLoadStatus,GetLoadStatus, long*, (D3DRMPMESHLOADSTATUS*));
PASS_THROUGH_CAST_3_R(_dxj_Direct3dRMProgressiveMesh, registerEvents,RegisterEvents, long,(void*),long,(DWORD),long,(DWORD));
STDMETHODIMP C_dxj_Direct3dRMProgressiveMeshObject::abort( ){
HRESULT hr=m__dxj_Direct3dRMProgressiveMesh->Abort(0);
return hr;
}
STDMETHODIMP C_dxj_Direct3dRMProgressiveMeshObject::getLoadStatus( D3DRMPMESHLOADSTATUS_CDESC *status){
D3DRMPMESHLOADSTATUS *pstatus=(D3DRMPMESHLOADSTATUS*)status;
HRESULT hr;
pstatus->dwSize=sizeof(D3DRMPMESHLOADSTATUS);
hr=m__dxj_Direct3dRMProgressiveMesh->GetLoadStatus(pstatus);
return hr;
}
STDMETHODIMP C_dxj_Direct3dRMProgressiveMeshObject::loadFromFile(
/* [in] */ BSTR filename,
/* [in] */ VARIANT id,
/* [in] */ long flags,
/* [in] */ I_dxj_Direct3dRMLoadTextureCallback3 __RPC_FAR *callme,
/* [in] */ IUnknown __RPC_FAR *useMe)
{
D3DRMLOADTEXTURECALLBACK d3dtcb = NULL;
LPVOID pArgs = NULL;
TextureCallback *tcb = NULL;
HRESULT hr;
if( callme )
{
tcb = new TextureCallback;
if( tcb )
{
tcb->c = callme;
tcb->pUser = useMe;
tcb->next = TextureCallbacks;
tcb->prev = (TextureCallback*)NULL;
TextureCallbacks = tcb;
d3dtcb = myLoadTextureCallback;
pArgs = (void *)tcb;
}
else
{
DPF(1,"Callback object creation failed!\r\n");
return E_FAIL;
}
}
USES_CONVERSION;
LPCTSTR pszName = NULL;
__try { pszName = W2T(filename); /* Now convert to ANSI */ } __except(EXCEPTION_EXECUTE_HANDLER) { return E_FAIL; }
void *args=NULL;
DWORD pos=0;
GUID loadGuid;
VARIANT var;
VariantInit(&var);
if ((flags & D3DRMLOAD_BYNAME)||(D3DRMLOAD_FROMURL & flags)) {
hr=VariantChangeType(&var,&id,0,VT_BSTR);
if FAILED(hr) return E_INVALIDARG;
__try { args=(void*)W2T(V_BSTR(&id)); } __except(EXCEPTION_EXECUTE_HANDLER) { return E_FAIL; }
}
else if(flags & D3DRMLOAD_BYPOSITION){
hr=VariantChangeType(&var,&id,0,VT_I4);
if FAILED(hr) return E_INVALIDARG;
pos=V_I4(&id);
args=&pos;
}
else if(flags & D3DRMLOAD_BYGUID){
hr=VariantChangeType(&var,&id,0,VT_BSTR);
if FAILED(hr) return E_INVALIDARG;
hr=BSTRtoGUID(&loadGuid,V_BSTR(&id));
if FAILED(hr) return E_INVALIDARG;
args=&loadGuid;
}
VariantClear(&var);
hr = m__dxj_Direct3dRMProgressiveMesh->Load((void *)pszName,(DWORD*) args,(DWORD) flags, d3dtcb, pArgs);
// Remove ourselves in a thread-safe manner. Need unlock here
if (tcb)
UndoCallbackLink((GeneralCallback*)tcb,
(GeneralCallback**)&TextureCallbacks);
return hr;
}
STDMETHODIMP C_dxj_Direct3dRMProgressiveMeshObject::createMesh(
/* [retval][out] */ I_dxj_Direct3dRMMesh __RPC_FAR *__RPC_FAR *mesh)
{
HRESULT hr;
LPDIRECT3DRMMESH pMesh=NULL;
hr = m__dxj_Direct3dRMProgressiveMesh->CreateMesh(&pMesh);
if FAILED(hr) return hr;
INTERNAL_CREATE(_dxj_Direct3dRMMesh,pMesh,mesh);
return hr;
}
STDMETHODIMP C_dxj_Direct3dRMProgressiveMeshObject::duplicate(
/* [retval][out] */ I_dxj_Direct3dRMProgressiveMesh __RPC_FAR *__RPC_FAR *mesh)
{
HRESULT hr;
LPDIRECT3DRMPROGRESSIVEMESH pMesh=NULL;
hr = m__dxj_Direct3dRMProgressiveMesh->Duplicate(&pMesh);
if FAILED(hr) return hr;
INTERNAL_CREATE(_dxj_Direct3dRMProgressiveMesh,pMesh,mesh);
return hr;
}