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:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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//-----------------------------------------------------------------------------
// File: BumpLens.cpp
//
// Desc: Code to simulate a magnifying glass using bumpmapping.
//
// Note: Based on a sample from the Matrox web site
//
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <math.h>
#include <stdio.h>
#include "D3DX8.h"
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Function prototypes and global (or static) variables
//-----------------------------------------------------------------------------
inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
struct BUMPVERTEX // Vertex type used for bumpmap lens effect
{
D3DXVECTOR3 p;
FLOAT tu1, tv1;
FLOAT tu2, tv2;
};
struct BACKGROUNDVERTEX // Vertex type used for rendering background
{
D3DXVECTOR4 p;
DWORD color;
FLOAT tu, tv;
};
#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_TEX2)
#define D3DFVF_BACKGROUNDVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
CD3DFont* m_pFont;
LPDIRECT3DVERTEXBUFFER8 m_pBackgroundVB;
LPDIRECT3DVERTEXBUFFER8 m_pLensVB;
FLOAT m_fLensX;
FLOAT m_fLensY;
LPDIRECT3DTEXTURE8 m_pBumpMapTexture;
LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
BOOL m_bDeviceValidationFailed;
HRESULT CreateBumpMap( UINT iWidth, UINT iHeight );
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
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: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("BumpLens: Lens Effect Using BumpMapping");
m_bUseDepthBuffer = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pBumpMapTexture = NULL;
m_pBackgroundTexture = NULL;
m_pBackgroundVB = NULL;
m_pLensVB = NULL;
m_bDeviceValidationFailed = FALSE;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Get a triangle wave between -1 and 1
m_fLensX = 2 * fabsf( 2 * ( (m_fTime/2) - floorf(m_fTime/2) ) - 1 ) - 1;
// Get a regulated sine wave between -1 and 1
m_fLensY = 2 * fabsf( sinf( m_fTime ) ) - 1;
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()
{
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return S_OK;
// Render the background
m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetVertexShader( D3DFVF_BACKGROUNDVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(BACKGROUNDVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Render the lens
m_pd3dDevice->SetTexture( 0, m_pBumpMapTexture );
m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.2f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.2f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE, F2DW(1.0f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
// Generate texture coords depending on objects camera space position
D3DXMATRIX mat;
mat._11 = 0.5f; mat._12 = 0.0f;
mat._21 = 0.0f; mat._22 =-0.5f;
mat._31 = 0.0f; mat._32 = 0.0f;
mat._41 = 0.5f; mat._42 = 0.5f;
// Scale-by-z here
D3DXMATRIX matView, matProj;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
D3DXVECTOR3 vEyePt( matView._41, matView._42, matView._43 );
FLOAT z = D3DXVec3Length( &vEyePt );
mat._11 *= ( matProj._11 / ( matProj._33 * z + matProj._34 ) );
mat._22 *= ( matProj._22 / ( matProj._33 * z + matProj._34 ) );
m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1);
// Position the lens
D3DXMATRIX matWorld;
D3DXMatrixTranslation( &matWorld, 0.7f * (1000.0f-256.0f)*m_fLensX,
0.7f * (1000.0f-256.0f)*m_fLensY,
0.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pLensVB, sizeof(BUMPVERTEX) );
// Verify that the texture operations are possible on the device
DWORD dwNumPasses;
if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
{
// The right thing to do when device validation fails is to try
// a different rendering technique. This sample just warns the user.
m_bDeviceValidationFailed = TRUE;
}
// Render the lens
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// 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 );
if( m_bDeviceValidationFailed )
{
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
_T("Warning: Device validation failed. Rendering may not look right.") );
}
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CreateBumpmap()
// Desc: Create a bump map texture and fill its content to BUMPDUDV format
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateBumpMap( UINT iWidth, UINT iHeight )
{
// Create the bumpmap's surface and texture objects
if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMapTexture ) ) )
{
return E_FAIL;
}
// Fill the bumpmap texels to simulate a lens
D3DLOCKED_RECT d3dlr;
m_pBumpMapTexture->LockRect( 0, &d3dlr, 0, 0 );
DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
BYTE* pDst = (BYTE*)d3dlr.pBits;
UINT mid = iWidth/2;
for( DWORD y0 = 0; y0 < iHeight; y0++ )
{
CHAR* pDst = (CHAR*)d3dlr.pBits + y0*d3dlr.Pitch;
for( DWORD x0 = 0; x0 < iWidth; x0++ )
{
DWORD x1 = ( (x0==iWidth-1) ? x0 : x0+1 );
DWORD y1 = ( (x0==iHeight-1) ? y0 : y0+1 );
FLOAT fDistSq00 = (FLOAT)( (x0-mid)*(x0-mid) + (y0-mid)*(y0-mid) );
FLOAT fDistSq01 = (FLOAT)( (x1-mid)*(x1-mid) + (y0-mid)*(y0-mid) );
FLOAT fDistSq10 = (FLOAT)( (x0-mid)*(x0-mid) + (y1-mid)*(y1-mid) );
FLOAT v00 = ( fDistSq00 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq00 );
FLOAT v01 = ( fDistSq01 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq01 );
FLOAT v10 = ( fDistSq10 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq10 );
FLOAT iDu = (128/D3DX_PI)*atanf(v00-v01); // The delta-u bump value
FLOAT iDv = (128/D3DX_PI)*atanf(v00-v10); // The delta-v bump value
*pDst++ = (CHAR)(iDu);
*pDst++ = (CHAR)(iDv);
}
}
m_pBumpMapTexture->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load the texture for the background image
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
&m_pBackgroundTexture ) ) )
return E_FAIL;
// Create the bump map texture
if( FAILED( CreateBumpMap( 256, 256 ) ) )
return E_FAIL;
// Create a square for rendering the background
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BACKGROUNDVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_BACKGROUNDVERTEX,
D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
return E_FAIL;
// Create a square for rendering the lens
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX,
D3DPOOL_MANAGED, &m_pLensVB ) ) )
return E_FAIL;
BUMPVERTEX* vLens;
m_pLensVB->Lock( 0, 0, (BYTE**)&vLens, 0 );
vLens[0].p = D3DXVECTOR3(-256.0f,-256.0f, 0.0f );
vLens[1].p = D3DXVECTOR3(-256.0f, 256.0f, 0.0f );
vLens[2].p = D3DXVECTOR3( 256.0f,-256.0f, 0.0f );
vLens[3].p = D3DXVECTOR3( 256.0f, 256.0f, 0.0f );
vLens[0].tu1 = 0.0f; vLens[0].tv1 = 1.0f;
vLens[1].tu1 = 0.0f; vLens[1].tv1 = 0.0f;
vLens[2].tu1 = 1.0f; vLens[2].tv1 = 1.0f;
vLens[3].tu1 = 1.0f; vLens[3].tv1 = 0.0f;
m_pLensVB->Unlock();
m_bDeviceValidationFailed = FALSE;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -2001.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 3000.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set any appropiate state
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE );
// Size the background image
BACKGROUNDVERTEX* vBackground;
m_pBackgroundVB->Lock( 0, 0, (BYTE**)&vBackground, 0 );
for( UINT i=0; i<4; i ++ )
{
vBackground[i].p = D3DXVECTOR4( 0.0f, 0.0f, 0.9f, 1.0f );
vBackground[i].color = 0xffffffff;
}
vBackground[0].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
vBackground[2].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
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 )
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
// Device must be able to do bumpmapping
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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# Microsoft Developer Studio Generated NMAKE File, Based on BumpLens.dsp
!IF "$(CFG)" == ""
CFG=BumpLens - Win32 Debug
!MESSAGE No configuration specified. Defaulting to BumpLens - Win32 Debug.
!ENDIF
!IF "$(CFG)" != "BumpLens - Win32 Release" && "$(CFG)" != "BumpLens - Win32 Debug"
!MESSAGE Invalid configuration "$(CFG)" specified.
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BumpLens.mak" CFG="BumpLens - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BumpLens - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "BumpLens - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
!ERROR An invalid configuration is specified.
!ENDIF
!IF "$(OS)" == "Windows_NT"
NULL=
!ELSE
NULL=nul
!ENDIF
!IF "$(CFG)" == "BumpLens - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\BumpLens.exe"
CLEAN :
-@erase "$(INTDIR)\BumpLens.obj"
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-@erase "$(INTDIR)\vc60.idb"
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"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /ML /W3 /GX /O2 /I "..\..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\BumpLens.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
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BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\BumpLens.bsc"
BSC32_SBRS= \
LINK32=link.exe
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$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
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!ELSEIF "$(CFG)" == "BumpLens - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\BumpLens.exe"
CLEAN :
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"$(OUTDIR)" :
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CPP=cl.exe
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RSC_PROJ=/l 0x409 /fo"$(INTDIR)\winmain.res" /d "_DEBUG"
BSC32=bscmake.exe
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LINK32_OBJS= \
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!IF "$(NO_EXTERNAL_DEPS)" != "1"
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!ELSE
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SOURCE=.\winmain.rc
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SOURCE=..\..\..\common\src\d3dapp.cpp
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SOURCE=..\..\..\common\src\d3dfile.cpp
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SOURCE=..\..\..\common\src\d3dfont.cpp
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SOURCE=..\..\..\common\src\d3dutil.cpp
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SOURCE=..\..\..\common\src\dxutil.cpp
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//-----------------------------------------------------------------------------
// 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

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#define IDC_ADAPTER_COMBO 1002
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#define IDC_MULTISAMPLE_COMBO 1005
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#define IDC_FULLSCREEN_TEXT 1014
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IDR_POPUP MENU DISCARDABLE
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