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: BumpWaves.cpp
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//
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// Desc: Code to simulate reflections off waves using bumpmapping.
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//
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// Note: This code uses the D3D Framework helper library.
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//
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// Copyright (c) 1998-2001 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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//-----------------------------------------------------------------------------
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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 VERTEX
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{
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D3DXVECTOR3 p;
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FLOAT tu, tv;
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};
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#define D3DFVF_VERTEX (D3DFVF_XYZ|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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LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
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LPDIRECT3DVERTEXBUFFER8 m_pWaterVB;
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LPDIRECT3DTEXTURE8 m_psBumpMap;
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D3DXMATRIX m_matBumpMat;
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LPDIRECT3DTEXTURE8 CreateBumpMap( DWORD, DWORD, D3DFORMAT );
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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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HRESULT SetEMBMStates();
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UINT m_n; // Number of vertices in the ground grid along X
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UINT m_m; // Number of vertices in the ground grid along Z
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UINT m_nTriangles; // Number of triangles in the ground grid
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DWORD m_dwVertexShader; // Vertex shader handle for the bump waves
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BOOL m_bUseVertexShader; // Whether to use vertex shader or FF pipeline
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public:
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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//
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// Vertex shader code for bump waves -- this is used when the fixed-function
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// approach is not supported by the device
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//
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// const[0 - 2] Transformation matrix to the camera space, combined with texture
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// transformation matrix, because position in the camera space is
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// used as texture coordinates. Texture transfoX and Y row are
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// multiplied by 0.8 to make texture transformation.
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//
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// const[3-7] Transformation matrix to the projection space
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// const[8] [0.5, -0.5, 0, 0]
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//
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// v[0] - position
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// v[1] - texture coordinates for stage 0
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//
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char g_strVertexShader[] =
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"vs.1.1\n"
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"m4x4 oPos, v0, c3 ; transform position to the projection space\n"
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"; Compute vertex position in the camera space - this is our texture coordinates\n"
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"dp4 r0.x, v0, c0 \n"
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"dp4 r0.y, v0, c1 \n"
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"dp4 r0.z, v0, c2 \n"
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"; Do the rest of texture transform (first part was combined with the camera matrix) \n"
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"rcp r0.z, r0.z \n"
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"mad oT1.x, r0.x, r0.z, c8.x \n"
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"mad oT1.y, r0.y, r0.z, c8.y \n"
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"mov oT0.xy, v1 ; Copy input texture coordinates for the stage 0\n";
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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("BumpWaves: Using BumpMapping For Waves");
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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_psBumpMap = NULL;
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m_pBackgroundTexture = NULL;
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m_pBackgroundVB = NULL;
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m_pWaterVB = NULL;
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// The following are set in InitDeviceObjects
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m_n = 0;
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m_m = 0;
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m_nTriangles = 0;
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m_dwVertexShader = 0;
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m_bUseVertexShader = 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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// Setup the bump matrix
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// Min r is 0.04 if amplitude is 32 to miss temporal aliasing
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// Max r is 0.16 for amplitude is 8 to miss spatial aliasing
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FLOAT r = 0.04f;
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m_matBumpMat._11 = r * cosf( m_fTime * 9.0f );
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m_matBumpMat._12 = -r * sinf( m_fTime * 9.0f );
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m_matBumpMat._21 = r * sinf( m_fTime * 9.0f );
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m_matBumpMat._22 = r * cosf( m_fTime * 9.0f );
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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 render target
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 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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// Set up texture stage states for the background
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m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
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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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// Render the background
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m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(VERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Render the water
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SetEMBMStates();
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if( m_bUseVertexShader )
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m_pd3dDevice->SetVertexShader( m_dwVertexShader );
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else
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m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(VERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
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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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TCHAR strInfo[100];
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if( m_bUseVertexShader )
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lstrcpy( strInfo, TEXT("Using Vertex Shader") );
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else
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lstrcpy( strInfo, TEXT("Using Fixed-Function Vertex Pipeline") );
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strInfo );
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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: SetEMBMStates()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::SetEMBMStates()
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{
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// Set up texture stage 0's states for the bumpmap
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m_pd3dDevice->SetTexture( 0, m_psBumpMap );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW( m_matBumpMat._11 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW( m_matBumpMat._12 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW( m_matBumpMat._21 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW( m_matBumpMat._22 ) );
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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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// Set up texture stage 1's states for the environment map
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m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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if( m_bUseVertexShader )
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{
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
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}
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else
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{
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// Set up projected texture coordinates
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// tu = (0.8x + 0.5z) / z
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// tv = (0.8y - 0.5z) / z
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D3DXMATRIX mat;
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mat._11 = 0.8f; mat._12 = 0.0f; mat._13 = 0.0f;
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mat._21 = 0.0f; mat._22 = 0.8f; mat._23 = 0.0f;
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mat._31 = 0.5f; mat._32 =-0.5f; mat._33 = 1.0f;
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mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f;
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m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3|D3DTTFF_PROJECTED );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
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}
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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: Creates a bumpmap
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//-----------------------------------------------------------------------------
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LPDIRECT3DTEXTURE8 CMyD3DApplication::CreateBumpMap( DWORD dwWidth, DWORD dwHeight,
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D3DFORMAT d3dBumpFormat )
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{
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LPDIRECT3DTEXTURE8 psBumpMap;
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// Check if the device can create the format
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if( FAILED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
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m_d3dCaps.DeviceType,
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m_d3dsdBackBuffer.Format,
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0, D3DRTYPE_TEXTURE, d3dBumpFormat ) ) )
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return NULL;
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// Create the bump map texture
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if( FAILED( m_pd3dDevice->CreateTexture( dwWidth, dwHeight, 1, 0 /* Usage */,
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d3dBumpFormat, D3DPOOL_MANAGED,
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&psBumpMap ) ) )
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return NULL;
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// Lock the surface and write in some bumps for the waves
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D3DLOCKED_RECT d3dlr;
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psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
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CHAR* pDst = (CHAR*)d3dlr.pBits;
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CHAR iDu, iDv;
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for( DWORD y=0; y<dwHeight; y++ )
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{
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CHAR* pPixel = pDst;
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for( DWORD x=0; x<dwWidth; x++ )
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{
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FLOAT fx = x/(FLOAT)dwWidth - 0.5f;
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FLOAT fy = y/(FLOAT)dwHeight - 0.5f;
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FLOAT r = sqrtf( fx*fx + fy*fy );
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iDu = (CHAR)( 64 * cosf( 300.0f * r ) * expf( -r * 5.0f ) );
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iDu += (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
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iDu += (CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );
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iDv = (CHAR)( 64 * sinf( 300.0f * r ) * expf( -r * 5.0f ) );
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iDv += (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
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iDv += (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );
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*pPixel++ = iDu;
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*pPixel++ = iDv;
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}
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pDst += d3dlr.Pitch;
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}
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psBumpMap->UnlockRect(0);
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return psBumpMap;
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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, D3DFMT_R5G6B5 ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Create the bumpmap.
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m_psBumpMap = CreateBumpMap( 256, 256, D3DFMT_V8U8 );
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if( NULL == m_psBumpMap )
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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(VERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
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D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
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return E_FAIL;
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VERTEX* v;
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m_pBackgroundVB->Lock( 0, 0, (BYTE**)&v, 0 );
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v[0].p = D3DXVECTOR3(-1000.0f, 0.0f, 0.0f );
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v[1].p = D3DXVECTOR3(-1000.0f, 1000.0f, 0.0f );
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v[2].p = D3DXVECTOR3( 1000.0f, 0.0f, 0.0f );
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v[3].p = D3DXVECTOR3( 1000.0f, 1000.0f, 0.0f );
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v[0].tu = 0.0f; v[0].tv = 147/256.0f;
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v[1].tu = 0.0f; v[1].tv = 0.0f;
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v[2].tu = 1.0f; v[2].tv = 147/256.0f;
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v[3].tu = 1.0f; v[3].tv = 0.0f;
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m_pBackgroundVB->Unlock();
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// See if EMBM and projected vertices are supported at the same time
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// in the fixed-function shader. If not, switch to using a vertex shader.
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m_bUseVertexShader = FALSE;
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SetEMBMStates();
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DWORD dwPasses;
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if( FAILED( m_pd3dDevice->ValidateDevice( &dwPasses ) ) )
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m_bUseVertexShader = TRUE;
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// If D3DPTEXTURECAPS_PROJECTED is set, projected textures are computed
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// per pixel, so this sample will work fine with just a quad for the water
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// model. If it's not set, textures are projected per vertex rather than
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// per pixel, so distortion will be visible unless we use more vertices.
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if( m_d3dCaps.TextureCaps & D3DPTEXTURECAPS_PROJECTED && !m_bUseVertexShader)
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{
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m_n = 2; // Number of vertices in the ground grid along X
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m_m = 2; // Number of vertices in the ground grid along Z
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}
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else
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||||
{
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m_n = 8; // Number of vertices in the ground grid along X
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||||
m_m = 8; // Number of vertices in the ground grid along Z
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||||
}
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m_nTriangles = (m_n-1)*(m_m-1)*2; // Number of triangles in the ground
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||||
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// Create a square grid m_n*m_m for rendering the water
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(VERTEX),
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||||
D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
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||||
D3DPOOL_MANAGED, &m_pWaterVB ) ) )
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||||
return E_FAIL;
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m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
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float dX = 2000.0f/(m_n-1);
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float dZ = 1250.0f/(m_m-1);
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||||
float x0 = -1000;
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||||
float z0 = -1250;
|
||||
float dU = 1.0f/(m_n-1);
|
||||
float dV = 0.7f/(m_m-1);
|
||||
UINT k = 0;
|
||||
for (UINT z=0; z < (m_m-1); z++)
|
||||
{
|
||||
for (UINT x=0; x < (m_n-1); x++)
|
||||
{
|
||||
v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
|
||||
v[k].tu = x*dU;
|
||||
v[k].tv = z*dV;
|
||||
k++;
|
||||
v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + (z+1)*dZ );
|
||||
v[k].tu = x*dU;
|
||||
v[k].tv = (z+1)*dV;
|
||||
k++;
|
||||
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
|
||||
v[k].tu = (x+1)*dU;
|
||||
v[k].tv = (z+1)*dV;
|
||||
k++;
|
||||
v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
|
||||
v[k].tu = x*dU;
|
||||
v[k].tv = z*dV;
|
||||
k++;
|
||||
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
|
||||
v[k].tu = (x+1)*dU;
|
||||
v[k].tv = (z+1)*dV;
|
||||
k++;
|
||||
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + z*dZ );
|
||||
v[k].tu = (x+1)*dU;
|
||||
v[k].tv = z*dV;
|
||||
k++;
|
||||
}
|
||||
}
|
||||
m_pWaterVB->Unlock();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RestoreDeviceObjects()
|
||||
// Desc: Initialize scene objects
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
m_pFont->RestoreDeviceObjects();
|
||||
|
||||
// Set the transform matrices
|
||||
D3DXVECTOR3 vEyePt( 0.0f, 400.0f, -1650.0f );
|
||||
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMATRIX matWorld, matView, matProj;
|
||||
|
||||
D3DXMatrixIdentity( &matWorld );
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 10000.0f );
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
|
||||
// Set any appropiate state
|
||||
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
|
||||
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
|
||||
if ( m_bUseVertexShader )
|
||||
{
|
||||
DWORD dwWaveDecl[] =
|
||||
{
|
||||
D3DVSD_STREAM( 0 ),
|
||||
D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position
|
||||
D3DVSD_REG( 1, D3DVSDT_FLOAT2 ), // Tex coords
|
||||
D3DVSD_END()
|
||||
};
|
||||
|
||||
LPD3DXBUFFER pCode;
|
||||
if( FAILED( hr = D3DXAssembleShader( g_strVertexShader,
|
||||
strlen(g_strVertexShader),
|
||||
0, NULL, &pCode, NULL ) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
hr = m_pd3dDevice->CreateVertexShader( dwWaveDecl,
|
||||
(DWORD*)pCode->GetBufferPointer(),
|
||||
&m_dwVertexShader, 0);
|
||||
if( FAILED( hr ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
pCode->Release();
|
||||
|
||||
D3DXMATRIX matCamera, matFinal;
|
||||
D3DXMatrixMultiply( &matCamera, &matWorld, &matView );
|
||||
D3DXMatrixMultiply( &matFinal, &matCamera, &matProj );
|
||||
D3DXMatrixTranspose(&matCamera, &matCamera);
|
||||
D3DXMatrixTranspose(&matFinal, &matFinal);
|
||||
matCamera(0, 0) *= 0.8f;
|
||||
matCamera(0, 1) *= 0.8f;
|
||||
matCamera(0, 2) *= 0.8f;
|
||||
matCamera(0, 3) *= 0.8f;
|
||||
matCamera(1, 0) *= 0.8f;
|
||||
matCamera(1, 1) *= 0.8f;
|
||||
matCamera(1, 2) *= 0.8f;
|
||||
matCamera(1, 3) *= 0.8f;
|
||||
if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(0, &matCamera, 3) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(3, &matFinal, 4) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
FLOAT data[4] = {0.5f, -0.5f, 0, 0};
|
||||
if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(8, &data, 1) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InvalidateDeviceObjects()
|
||||
// Desc:
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
||||
{
|
||||
m_pFont->InvalidateDeviceObjects();
|
||||
if( m_dwVertexShader != 0 )
|
||||
{
|
||||
m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
|
||||
m_dwVertexShader = 0;
|
||||
}
|
||||
|
||||
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_psBumpMap );
|
||||
SAFE_RELEASE( m_pBackgroundVB );
|
||||
SAFE_RELEASE( m_pWaterVB );
|
||||
|
||||
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;
|
||||
|
||||
// Else, reject the device
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
# Microsoft Developer Studio Project File - Name="BumpWaves" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
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|
||||
|
||||
CFG=BumpWaves - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
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|
||||
!MESSAGE NMAKE /f "BumpWaves.mak".
|
||||
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|
||||
!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 "BumpWaves.mak" CFG="BumpWaves - Win32 Debug"
|
||||
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|
||||
!MESSAGE Possible choices for configuration are:
|
||||
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|
||||
!MESSAGE "BumpWaves - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "BumpWaves - Win32 Debug" (based on "Win32 (x86) Application")
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||||
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|
||||
|
||||
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|
||||
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||||
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||||
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||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
# ADD LINK32 d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
|
||||
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||||
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||||
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||||
|
||||
SOURCE=..\..\..\common\src\d3dfile.cpp
|
||||
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||||
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||||
|
||||
SOURCE=..\..\..\common\include\d3dfile.h
|
||||
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||||
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|
||||
|
||||
SOURCE=..\..\..\common\src\d3dfont.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\..\..\common\include\d3dfont.h
|
||||
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||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
|
||||
SOURCE=..\..\..\common\src\dxutil.cpp
|
||||
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||||
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|
||||
|
||||
SOURCE=..\..\..\common\include\dxutil.h
|
||||
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||||
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||||
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||||
|
||||
SOURCE=.\BumpWaves.cpp
|
||||
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||||
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|
||||
|
||||
SOURCE=.\readme.txt
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Microsoft Developer Studio Workspace File, Format Version 6.00
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||||
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||||
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||||
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||||
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||||
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|
||||
!ENDIF
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||||
|
||||
!IF "$(CFG)" != "BumpWaves - Win32 Release" && "$(CFG)" != "BumpWaves - Win32 Debug"
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||||
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|
||||
!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 "BumpWaves.mak" CFG="BumpWaves - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "BumpWaves - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "BumpWaves - Win32 Debug" (based on "Win32 (x86) Application")
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||||
!MESSAGE
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||||
!ERROR An invalid configuration is specified.
|
||||
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|
||||
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!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
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|
||||
|
||||
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||||
|
||||
OUTDIR=.\Release
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||||
INTDIR=.\Release
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||||
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||||
OutDir=.\Release
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||||
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||||
|
||||
ALL : "$(OUTDIR)\BumpWaves.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\BumpWaves.obj"
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
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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"$(INTDIR)\BumpWaves.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\winmain.res" /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\BumpWaves.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\BumpWaves.pdb" /machine:I386 /out:"$(OUTDIR)\BumpWaves.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\BumpWaves.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\BumpWaves.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "BumpWaves - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\BumpWaves.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\BumpWaves.obj"
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\BumpWaves.exe"
|
||||
-@erase "$(OUTDIR)\BumpWaves.ilk"
|
||||
-@erase "$(OUTDIR)\BumpWaves.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\BumpWaves.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\winmain.res" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\BumpWaves.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\BumpWaves.pdb" /debug /machine:I386 /out:"$(OUTDIR)\BumpWaves.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\BumpWaves.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\BumpWaves.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("BumpWaves.dep")
|
||||
!INCLUDE "BumpWaves.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "BumpWaves.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "BumpWaves - Win32 Release" || "$(CFG)" == "BumpWaves - 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) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\BumpWaves.cpp
|
||||
|
||||
"$(INTDIR)\BumpWaves.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,63 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: BumpWaves Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The BumpWaves program demonstrates the bump mapping capabilities of
|
||||
Direct3D. Bump mapping is a texture blending technique used to render the
|
||||
appearance of rough, bumpy surfaces. This sample renders a waterfront scene
|
||||
with only 4 triangles. The waves in the scene are completely fabricated with
|
||||
a bumpmap.
|
||||
|
||||
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.
|
||||
|
||||
This sample also uses a technique called "projected textures", which is a
|
||||
texture-coordinate generation technique and is not the focal point of the
|
||||
sample. For more information on texture-coordinate generation, refer again
|
||||
to the DirectX SDK documentation.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\BumpMapping\BumpWaves
|
||||
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.
|
||||
|
||||
In this sample, bumpmapping is used to generate waves in a scene. The
|
||||
backdrop is used as a projective texture for the environment map, so it
|
||||
reflects in the waves. The waves themselves appear to be generated with lots
|
||||
of polygons, but in reality, it's just one large quad.
|
||||
|
||||
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