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>
This commit is contained in:
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//-----------------------------------------------------------------------------
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// File: BumpLens.cpp
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//
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// Desc: Code to simulate a magnifying glass using bumpmapping.
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//
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// Note: Based on a sample from the Matrox web site
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <tchar.h>
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#include <math.h>
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#include <stdio.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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// Function prototypes and global (or static) variables
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//-----------------------------------------------------------------------------
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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struct BUMPVERTEX // Vertex type used for bumpmap lens effect
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{
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D3DXVECTOR3 p;
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FLOAT tu1, tv1;
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FLOAT tu2, tv2;
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};
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struct BACKGROUNDVERTEX // Vertex type used for rendering background
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{
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D3DXVECTOR4 p;
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DWORD color;
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FLOAT tu, tv;
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};
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#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_TEX2)
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#define D3DFVF_BACKGROUNDVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont;
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LPDIRECT3DVERTEXBUFFER8 m_pBackgroundVB;
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LPDIRECT3DVERTEXBUFFER8 m_pLensVB;
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FLOAT m_fLensX;
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FLOAT m_fLensY;
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LPDIRECT3DTEXTURE8 m_pBumpMapTexture;
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LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
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BOOL m_bDeviceValidationFailed;
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HRESULT CreateBumpMap( UINT iWidth, UINT iHeight );
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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protected:
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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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public:
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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: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("BumpLens: Lens Effect Using BumpMapping");
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m_bUseDepthBuffer = FALSE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pBumpMapTexture = NULL;
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m_pBackgroundTexture = NULL;
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m_pBackgroundVB = NULL;
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m_pLensVB = NULL;
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m_bDeviceValidationFailed = 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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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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// Get a triangle wave between -1 and 1
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m_fLensX = 2 * fabsf( 2 * ( (m_fTime/2) - floorf(m_fTime/2) ) - 1 ) - 1;
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// Get a regulated sine wave between -1 and 1
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m_fLensY = 2 * fabsf( sinf( m_fTime ) ) - 1;
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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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// Begin the scene
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if( FAILED( m_pd3dDevice->BeginScene() ) )
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return S_OK;
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// Render the background
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m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetVertexShader( D3DFVF_BACKGROUNDVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(BACKGROUNDVERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Render the lens
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m_pd3dDevice->SetTexture( 0, m_pBumpMapTexture );
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m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.2f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.2f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE, F2DW(1.0f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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// Generate texture coords depending on objects camera space position
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D3DXMATRIX mat;
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mat._11 = 0.5f; mat._12 = 0.0f;
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mat._21 = 0.0f; mat._22 =-0.5f;
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mat._31 = 0.0f; mat._32 = 0.0f;
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mat._41 = 0.5f; mat._42 = 0.5f;
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// Scale-by-z here
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D3DXMATRIX matView, matProj;
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m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
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D3DXVECTOR3 vEyePt( matView._41, matView._42, matView._43 );
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FLOAT z = D3DXVec3Length( &vEyePt );
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mat._11 *= ( matProj._11 / ( matProj._33 * z + matProj._34 ) );
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mat._22 *= ( matProj._22 / ( matProj._33 * z + matProj._34 ) );
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m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1);
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// Position the lens
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D3DXMATRIX matWorld;
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D3DXMatrixTranslation( &matWorld, 0.7f * (1000.0f-256.0f)*m_fLensX,
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0.7f * (1000.0f-256.0f)*m_fLensY,
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0.0f );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pLensVB, sizeof(BUMPVERTEX) );
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// Verify that the texture operations are possible on the device
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DWORD dwNumPasses;
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if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
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{
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// The right thing to do when device validation fails is to try
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// a different rendering technique. This sample just warns the user.
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m_bDeviceValidationFailed = TRUE;
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}
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// Render the lens
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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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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if( m_bDeviceValidationFailed )
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{
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
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_T("Warning: Device validation failed. Rendering may not look right.") );
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CreateBumpmap()
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// Desc: Create a bump map texture and fill its content to BUMPDUDV format
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::CreateBumpMap( UINT iWidth, UINT iHeight )
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{
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// Create the bumpmap's surface and texture objects
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if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
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D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMapTexture ) ) )
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{
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return E_FAIL;
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}
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// Fill the bumpmap texels to simulate a lens
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D3DLOCKED_RECT d3dlr;
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m_pBumpMapTexture->LockRect( 0, &d3dlr, 0, 0 );
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DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
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BYTE* pDst = (BYTE*)d3dlr.pBits;
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UINT mid = iWidth/2;
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for( DWORD y0 = 0; y0 < iHeight; y0++ )
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{
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CHAR* pDst = (CHAR*)d3dlr.pBits + y0*d3dlr.Pitch;
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for( DWORD x0 = 0; x0 < iWidth; x0++ )
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{
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DWORD x1 = ( (x0==iWidth-1) ? x0 : x0+1 );
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DWORD y1 = ( (x0==iHeight-1) ? y0 : y0+1 );
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FLOAT fDistSq00 = (FLOAT)( (x0-mid)*(x0-mid) + (y0-mid)*(y0-mid) );
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FLOAT fDistSq01 = (FLOAT)( (x1-mid)*(x1-mid) + (y0-mid)*(y0-mid) );
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FLOAT fDistSq10 = (FLOAT)( (x0-mid)*(x0-mid) + (y1-mid)*(y1-mid) );
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FLOAT v00 = ( fDistSq00 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq00 );
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FLOAT v01 = ( fDistSq01 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq01 );
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FLOAT v10 = ( fDistSq10 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq10 );
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FLOAT iDu = (128/D3DX_PI)*atanf(v00-v01); // The delta-u bump value
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FLOAT iDv = (128/D3DX_PI)*atanf(v00-v10); // The delta-v bump value
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*pDst++ = (CHAR)(iDu);
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*pDst++ = (CHAR)(iDv);
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}
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}
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m_pBumpMapTexture->UnlockRect(0);
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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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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Load the texture for the background image
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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
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&m_pBackgroundTexture ) ) )
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return E_FAIL;
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// Create the bump map texture
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if( FAILED( CreateBumpMap( 256, 256 ) ) )
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return E_FAIL;
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// Create a square for rendering the background
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BACKGROUNDVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_BACKGROUNDVERTEX,
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D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
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return E_FAIL;
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// Create a square for rendering the lens
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX,
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D3DPOOL_MANAGED, &m_pLensVB ) ) )
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return E_FAIL;
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BUMPVERTEX* vLens;
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m_pLensVB->Lock( 0, 0, (BYTE**)&vLens, 0 );
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vLens[0].p = D3DXVECTOR3(-256.0f,-256.0f, 0.0f );
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vLens[1].p = D3DXVECTOR3(-256.0f, 256.0f, 0.0f );
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vLens[2].p = D3DXVECTOR3( 256.0f,-256.0f, 0.0f );
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vLens[3].p = D3DXVECTOR3( 256.0f, 256.0f, 0.0f );
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vLens[0].tu1 = 0.0f; vLens[0].tv1 = 1.0f;
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vLens[1].tu1 = 0.0f; vLens[1].tv1 = 0.0f;
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vLens[2].tu1 = 1.0f; vLens[2].tv1 = 1.0f;
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vLens[3].tu1 = 1.0f; vLens[3].tv1 = 0.0f;
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m_pLensVB->Unlock();
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m_bDeviceValidationFailed = FALSE;
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return S_OK;
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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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// Set the transform matrices
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D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -2001.0f );
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D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matWorld, matView, matProj;
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D3DXMatrixIdentity( &matWorld );
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 3000.0f );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Set any appropiate state
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE );
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// Size the background image
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BACKGROUNDVERTEX* vBackground;
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m_pBackgroundVB->Lock( 0, 0, (BYTE**)&vBackground, 0 );
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for( UINT i=0; i<4; i ++ )
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{
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vBackground[i].p = D3DXVECTOR4( 0.0f, 0.0f, 0.9f, 1.0f );
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vBackground[i].color = 0xffffffff;
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}
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vBackground[0].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
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vBackground[2].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
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vBackground[2].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
|
||||
vBackground[3].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
|
||||
vBackground[0].tu = 0.0f; vBackground[0].tv = 1.0f;
|
||||
vBackground[1].tu = 0.0f; vBackground[1].tv = 0.0f;
|
||||
vBackground[2].tu = 1.0f; vBackground[2].tv = 1.0f;
|
||||
vBackground[3].tu = 1.0f; vBackground[3].tv = 0.0f;
|
||||
m_pBackgroundVB->Unlock();
|
||||
|
||||
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()
|
||||
{
|
||||
m_pFont->DeleteDeviceObjects();
|
||||
SAFE_RELEASE( m_pBackgroundTexture );
|
||||
SAFE_RELEASE( m_pBumpMapTexture );
|
||||
SAFE_RELEASE( m_pBackgroundVB );
|
||||
SAFE_RELEASE( m_pLensVB );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: FinalCleanup()
|
||||
// Desc: Called before the app exits, this function gives the app the chance
|
||||
// to cleanup after itself.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::FinalCleanup()
|
||||
{
|
||||
SAFE_DELETE( m_pFont );
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 Format )
|
||||
{
|
||||
if( dwBehavior & D3DCREATE_PUREDEVICE )
|
||||
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|
||||
|
||||
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|
||||
if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Accept devices that can create D3DFMT_V8U8 textures
|
||||
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
|
||||
pCaps->DeviceType, Format,
|
||||
0, D3DRTYPE_TEXTURE,
|
||||
D3DFMT_V8U8 ) ) )
|
||||
return S_OK;
|
||||
|
||||
return E_FAIL;
|
||||
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|
||||
|
||||
|
||||
|
||||
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||||
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||||
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|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\BumpLens.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\BumpLens.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("BumpLens.dep")
|
||||
!INCLUDE "BumpLens.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "BumpLens.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "BumpLens - Win32 Release" || "$(CFG)" == "BumpLens - Win32 Debug"
|
||||
SOURCE=.\winmain.rc
|
||||
|
||||
"$(INTDIR)\winmain.res" : $(SOURCE) "$(INTDIR)"
|
||||
$(RSC) $(RSC_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dapp.cpp
|
||||
|
||||
"$(INTDIR)\d3dapp.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dfile.cpp
|
||||
|
||||
"$(INTDIR)\d3dfile.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dfont.cpp
|
||||
|
||||
"$(INTDIR)\d3dfont.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dutil.cpp
|
||||
|
||||
"$(INTDIR)\d3dutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\dxutil.cpp
|
||||
|
||||
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\BumpLens.cpp
|
||||
|
||||
"$(INTDIR)\BumpLens.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,57 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: BumpLens Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The BumpLens sample demonstrates a lens effect that can be acheived using
|
||||
bumpmapping. Bumpmapping is a texture blending technique used to render the
|
||||
appearance of rough, bumpy surfaces, but can also be used for other effects
|
||||
as shown here.
|
||||
|
||||
Note that not all cards support all features for all the various bumpmapping
|
||||
techniques (some hardware has no, or limited, bumpmapping support). For more
|
||||
information on bumpmapping, refer to the DirectX SDK documentation.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\BumpMapping\BumpLens
|
||||
Executable: DXSDK\Samples\Multimedia\D3D\Bin
|
||||
|
||||
|
||||
User's Guide
|
||||
============
|
||||
The following keys are implemented. The dropdown menus can be used for the
|
||||
same controls.
|
||||
<Enter> Starts and stops the scene
|
||||
<Space> Advances the scene by a small increment
|
||||
<F1> Shows help or available commands.
|
||||
<F2> Prompts user to select a new rendering device or display mode
|
||||
<Alt+Enter> Toggles between fullscreen and windowed modes
|
||||
<Esc> Exits the app.
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Bumpmapping is an advanced multitexture blending technique that can be used
|
||||
to render the appearance of rough, bumpy surfaces. The bump map itself is a
|
||||
texture that stores the perturbation data. Bumpmapping requires two
|
||||
textures, actually. One is an environment map, which contains the lights
|
||||
that you see in the scene. The other is the actual bumpmapping, which
|
||||
contain values (stored as du and dv) used to "bump" the environment maps
|
||||
texture coordinates. Some bumpmaps also contain luminance values to control
|
||||
the "shininess" of a particular texel.
|
||||
|
||||
This sample uses bumpmapping in a non-traditional fashion. Since bumpmapping
|
||||
really just perturbs an environment map, it can be used for other effects. In
|
||||
this case, perturbing a background image (which could be rendered on the fly)
|
||||
to make a lens effect.
|
||||
|
||||
This sample makes use of common DirectX code (consisting of helper functions,
|
||||
etc.) that is shared with other samples on the DirectX SDK. All common
|
||||
headers and source code can be found in the following directory:
|
||||
DXSDK\Samples\Multimedia\Common
|
||||
@@ -0,0 +1,35 @@
|
||||
//{{NO_DEPENDENCIES}}
|
||||
// Microsoft Developer Studio generated include file.
|
||||
// Used by winmain.rc
|
||||
//
|
||||
#define IDI_MAIN_ICON 101
|
||||
#define IDR_MAIN_ACCEL 113
|
||||
#define IDR_MENU 141
|
||||
#define IDR_POPUP 142
|
||||
#define IDD_SELECTDEVICE 144
|
||||
#define IDC_DEVICE_COMBO 1000
|
||||
#define IDC_MODE_COMBO 1001
|
||||
#define IDC_ADAPTER_COMBO 1002
|
||||
#define IDC_FULLSCREENMODES_COMBO 1003
|
||||
#define IDC_MULTISAMPLE_COMBO 1005
|
||||
#define IDC_WINDOWED_CHECKBOX 1012
|
||||
#define IDC_FULLSCREEN_TEXT 1014
|
||||
#define IDC_WINDOW 1016
|
||||
#define IDC_FULLSCREEN 1018
|
||||
#define IDM_CHANGEDEVICE 40002
|
||||
#define IDM_TOGGLEFULLSCREEN 40003
|
||||
#define IDM_TOGGLESTART 40004
|
||||
#define IDM_SINGLESTEP 40005
|
||||
#define IDM_EXIT 40006
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_3D_CONTROLS 1
|
||||
#define _APS_NEXT_RESOURCE_VALUE 144
|
||||
#define _APS_NEXT_COMMAND_VALUE 40010
|
||||
#define _APS_NEXT_CONTROL_VALUE 1015
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
@@ -0,0 +1,179 @@
|
||||
//Microsoft Developer Studio generated resource script.
|
||||
//
|
||||
#include "resource.h"
|
||||
|
||||
#define APSTUDIO_READONLY_SYMBOLS
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 2 resource.
|
||||
//
|
||||
#define IDC_STATIC -1
|
||||
#include <windows.h>
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#undef APSTUDIO_READONLY_SYMBOLS
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// English (U.S.) resources
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
#pragma code_page(1252)
|
||||
#endif //_WIN32
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TEXTINCLUDE
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#define IDC_STATIC -1\r\n"
|
||||
"#include <windows.h>\r\n"
|
||||
"\r\n"
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DESIGNINFO
|
||||
//
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
GUIDELINES DESIGNINFO DISCARDABLE
|
||||
BEGIN
|
||||
IDD_SELECTDEVICE, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 259
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 143
|
||||
END
|
||||
END
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Accelerator
|
||||
//
|
||||
|
||||
IDR_MAIN_ACCEL ACCELERATORS DISCARDABLE
|
||||
BEGIN
|
||||
VK_ESCAPE, IDM_EXIT, VIRTKEY, NOINVERT
|
||||
VK_F2, IDM_CHANGEDEVICE, VIRTKEY, NOINVERT
|
||||
VK_RETURN, IDM_TOGGLESTART, VIRTKEY, NOINVERT
|
||||
VK_RETURN, IDM_TOGGLEFULLSCREEN, VIRTKEY, ALT, NOINVERT
|
||||
VK_SPACE, IDM_SINGLESTEP, VIRTKEY, NOINVERT
|
||||
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
|
||||
END
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Dialog
|
||||
//
|
||||
|
||||
IDD_SELECTDEVICE DIALOG DISCARDABLE 0, 0, 267, 138
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Select Device"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
GROUPBOX "Rendering device",IDC_STATIC,5,5,200,45
|
||||
LTEXT "&Adapter:",IDC_STATIC,22,17,65,10,SS_CENTERIMAGE
|
||||
COMBOBOX IDC_ADAPTER_COMBO,90,15,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
LTEXT "&Device:",IDC_STATIC,22,32,65,10,SS_CENTERIMAGE
|
||||
COMBOBOX IDC_DEVICE_COMBO,90,30,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
GROUPBOX "Rendering mode",IDC_STATIC,5,52,200,45
|
||||
CONTROL "Use desktop &window",IDC_WINDOW,"Button",
|
||||
BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP,10,62,85,15
|
||||
CONTROL "&Fullscreen mode:",IDC_FULLSCREEN,"Button",
|
||||
BS_AUTORADIOBUTTON,10,77,75,15
|
||||
COMBOBOX IDC_FULLSCREENMODES_COMBO,90,77,105,204,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_GROUP | WS_TABSTOP
|
||||
GROUPBOX "Multisample",IDC_STATIC,5,101,200,28
|
||||
LTEXT "&Multisample Type:",IDC_STATIC,22,113,62,10,
|
||||
SS_CENTERIMAGE
|
||||
COMBOBOX IDC_MULTISAMPLE_COMBO,90,111,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
DEFPUSHBUTTON "OK",IDOK,210,10,50,14
|
||||
PUSHBUTTON "Cancel",IDCANCEL,210,30,50,14
|
||||
END
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Icon
|
||||
//
|
||||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
IDI_MAIN_ICON ICON DISCARDABLE "DirectX.ico"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Menu
|
||||
//
|
||||
|
||||
IDR_MENU MENU DISCARDABLE
|
||||
BEGIN
|
||||
POPUP "&File"
|
||||
BEGIN
|
||||
MENUITEM "&Go/stop\tEnter", IDM_TOGGLESTART
|
||||
MENUITEM "&Single step\tSpace", IDM_SINGLESTEP
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "&Change device...\tF2", IDM_CHANGEDEVICE
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "E&xit\tESC", IDM_EXIT
|
||||
END
|
||||
END
|
||||
|
||||
IDR_POPUP MENU DISCARDABLE
|
||||
BEGIN
|
||||
POPUP "Popup"
|
||||
BEGIN
|
||||
MENUITEM "&Go/stop", IDM_TOGGLESTART
|
||||
MENUITEM "&Single step", IDM_SINGLESTEP
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "&Change device...", IDM_CHANGEDEVICE
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "E&xit", IDM_EXIT
|
||||
END
|
||||
END
|
||||
|
||||
#endif // English (U.S.) resources
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 3 resource.
|
||||
//
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif // not APSTUDIO_INVOKED
|
||||
|
||||
Reference in New Issue
Block a user