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: Underwater.cpp
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//
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// Desc: Code to simulate underwater distortion.
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// Games could easily make use of this technique to achieve an underwater
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// effect without affecting geometry by rendering the scene to a texture
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// and applying the bump effect on a rectangle mapped with it.
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//
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// Note: From the Matrox web site demos
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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 "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 FLOAT rnd() { return (((FLOAT)rand()-(FLOAT)rand())/(2L*RAND_MAX)); }
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inline FLOAT RND() { return (((FLOAT)rand())/RAND_MAX); }
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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struct BUMPVERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu1, tv1;
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FLOAT tu2, tv2;
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};
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#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
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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_pWaterVB;
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LPDIRECT3DTEXTURE8 m_pBumpMap;
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LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
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BOOL m_bDeviceValidationFailed;
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HRESULT CreateBumpMap();
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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("BumpUnderWater: Effect Using BumpMapping");
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m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pWaterVB = NULL;
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m_pBumpMap = NULL;
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m_pBackgroundTexture = 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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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.01f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.00f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.00f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.01f) );
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BUMPVERTEX* vWaterVertices;
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m_pWaterVB->Lock( 0, 0, (BYTE**)&vWaterVertices, 0 );
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vWaterVertices[0].tu1 = 0.000f; vWaterVertices[0].tv1 = 0.5f*m_fTime + 2.0f;
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vWaterVertices[1].tu1 = 0.000f; vWaterVertices[1].tv1 = 0.5f*m_fTime;
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vWaterVertices[2].tu1 = 1.000f; vWaterVertices[2].tv1 = 0.5f*m_fTime;
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vWaterVertices[3].tu1 = 1.000f; vWaterVertices[3].tv1 = 0.5f*m_fTime + 2.0f;
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m_pWaterVB->Unlock();
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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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// Clear the scene
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m_pd3dDevice->Clear( 0, NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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0xff000000, 1.0f, 0L );
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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 waves
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m_pd3dDevice->SetTexture( 0, m_pBumpMap );
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m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
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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( 1, D3DTSS_TEXCOORDINDEX, 1 );
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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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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, 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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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: CreateBumpMapFromSurface()
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// Desc: Creates a bumpmap from a surface
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::CreateBumpMap()
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{
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UINT iWidth = 256;
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UINT iHeight = 256;
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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_pBumpMap ) ) )
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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 lrDst;
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m_pBumpMap->LockRect( 0, &lrDst, 0, 0 );
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DWORD dwDstPitch = (DWORD)lrDst.Pitch;
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BYTE* pDst = (BYTE*)lrDst.pBits;
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for( DWORD y=0; y<iHeight; y++ )
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{
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for( DWORD x=0; x<iWidth; x++ )
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{
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FLOAT fx = x/(FLOAT)iWidth - 0.5f;
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FLOAT fy = y/(FLOAT)iHeight - 0.5f;
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FLOAT r = sqrtf( fx*fx + fy*fy );
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CHAR iDu = (CHAR)(64*cosf(4.0f*(fx+fy)*D3DX_PI));
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CHAR iDv = (CHAR)(64*sinf(4.0f*(fx+fy)*D3DX_PI));
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pDst[2*x+0] = iDu;
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pDst[2*x+1] = iDv;
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}
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pDst += lrDst.Pitch;
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}
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m_pBumpMap->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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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("LobbyXPos.bmp"),
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&m_pBackgroundTexture, D3DFMT_A8R8G8B8 ) ) )
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return E_FAIL;
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// create a bumpmap from info in source surface
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if( FAILED( CreateBumpMap() ) )
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return E_FAIL;
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
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D3DUSAGE_WRITEONLY,
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D3DFVF_BUMPVERTEX,
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D3DPOOL_MANAGED, &m_pWaterVB ) ) )
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return E_FAIL;
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BUMPVERTEX* v;
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m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
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v[0].p = D3DXVECTOR3(-60.0f,-60.0f, 0.0f ); v[0].n = D3DXVECTOR3( 0, 1, 0 );
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v[1].p = D3DXVECTOR3(-60.0f, 60.0f, 0.0f ); v[1].n = D3DXVECTOR3( 0, 1, 0 );
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v[2].p = D3DXVECTOR3( 60.0f,-60.0f, 0.0f ); v[2].n = D3DXVECTOR3( 0, 1, 0 );
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v[3].p = D3DXVECTOR3( 60.0f, 60.0f, 0.0f ); v[3].n = D3DXVECTOR3( 0, 1, 0 );
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v[0].tu2 = 0.000f; v[0].tv2 = 1.0f;
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v[1].tu2 = 0.000f; v[1].tv2 = 0.0f;
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v[2].tu2 = 1.000f; v[2].tv2 = 1.0f;
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v[3].tu2 = 1.000f; v[3].tv2 = 0.0f;
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m_pWaterVB->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, -100.0f );
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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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D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 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->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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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_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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return S_OK;
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}
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||||
|
||||
|
||||
|
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//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc:
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||||
//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
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{
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m_pFont->InvalidateDeviceObjects();
|
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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();
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||||
SAFE_RELEASE( m_pWaterVB );
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||||
SAFE_RELEASE( m_pBumpMap );
|
||||
SAFE_RELEASE( m_pBackgroundTexture );
|
||||
|
||||
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 )
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
# Microsoft Developer Studio Project File - Name="BumpUnderWater" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=BumpUnderWater - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "BumpUnderWater.mak".
|
||||
!MESSAGE
|
||||
!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 "BumpUnderWater.mak" CFG="BumpUnderWater - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "BumpUnderWater - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "BumpUnderWater - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
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Binary file not shown.
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After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,57 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: BumpUnderWater Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The BumpUnderwater sample demonstrates an underwater 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\BumpUnderWater
|
||||
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 an underwater 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 146
|
||||
#define _APS_NEXT_COMMAND_VALUE 40011
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#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
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Icon
|
||||
//
|
||||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
IDI_MAIN_ICON ICON DISCARDABLE "DirectX.ico"
|
||||
|
||||
#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
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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