Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
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//-----------------------------------------------------------------------------
// File: DotProduct3.cpp
//
// Desc: D3D sample showing how to do bumpmapping using the DotProduct3
// texture operation.
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 v;
DWORD diffuse;
DWORD specular;
FLOAT tu, tv;
};
#define CUSTOMVERTEX_FVF (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
CD3DFont* m_pFont;
CUSTOMVERTEX m_QuadVertices[4];
LPDIRECT3DTEXTURE8 m_pCustomNormalMap;
LPDIRECT3DTEXTURE8 m_pFileBasedNormalMap;
D3DXVECTOR3 m_vLight;
BOOL m_bUseFileBasedTexture;
BOOL m_bShowNormalMap;
HRESULT CreateFileBasedNormalMap();
HRESULT CreateCustomNormalMap();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: VectortoRGBA()
// Desc: Turns a normalized vector into RGBA form. Used to encode vectors into
// a height map.
//-----------------------------------------------------------------------------
DWORD VectortoRGBA( D3DXVECTOR3* v, FLOAT fHeight )
{
DWORD r = (DWORD)( 127.0f * v->x + 128.0f );
DWORD g = (DWORD)( 127.0f * v->y + 128.0f );
DWORD b = (DWORD)( 127.0f * v->z + 128.0f );
DWORD a = (DWORD)( 255.0f * fHeight );
return( (a<<24L) + (r<<16L) + (g<<8L) + (b<<0L) );
}
//-----------------------------------------------------------------------------
// Name: InitVertex()
// Desc: Initializes a vertex
//-----------------------------------------------------------------------------
VOID InitVertex( CUSTOMVERTEX* vtx, FLOAT x, FLOAT y, FLOAT z, FLOAT tu, FLOAT tv )
{
D3DXVECTOR3 v(1,1,1);
D3DXVec3Normalize( &v, &v );
vtx[0].v = D3DXVECTOR3( x, y, z );
vtx[0].diffuse = VectortoRGBA( &v, 1.0f );
vtx[0].specular = 0x40400000;
vtx[0].tu = tu;
vtx[0].tv = tv;
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("DotProduct3: BumpMapping Technique");
m_bUseDepthBuffer = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_bUseFileBasedTexture = FALSE;
m_bShowNormalMap = FALSE;
m_pCustomNormalMap = NULL;
m_pFileBasedNormalMap = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
InitVertex( &m_QuadVertices[0],-1.0f,-1.0f,-1.0f, 0.0f, 0.0f );
InitVertex( &m_QuadVertices[1], 1.0f,-1.0f,-1.0f, 1.0f, 0.0f );
InitVertex( &m_QuadVertices[2],-1.0f, 1.0f,-1.0f, 0.0f, 1.0f );
InitVertex( &m_QuadVertices[3], 1.0f, 1.0f,-1.0f, 1.0f, 1.0f );
m_vLight = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Compute the light vector from the cursor position
if( GetFocus() )
{
POINT pt;
GetCursorPos( &pt );
ScreenToClient( m_hWnd, &pt );
m_vLight.x = -( ( ( 2.0f * pt.x ) / m_d3dsdBackBuffer.Width ) - 1 );
m_vLight.y = -( ( ( 2.0f * pt.y ) / m_d3dsdBackBuffer.Height ) - 1 );
m_vLight.z = 0.0f;
if( D3DXVec3Length( &m_vLight ) > 1.0f )
D3DXVec3Normalize( &m_vLight, &m_vLight );
else
m_vLight.z = sqrtf( 1.0f - m_vLight.x*m_vLight.x
- m_vLight.y*m_vLight.y );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the render target
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000f, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Store the light vector, so it can be referenced in D3DTA_TFACTOR
DWORD dwFactor = VectortoRGBA( &m_vLight, 0.0f );
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwFactor );
// Modulate the texture (the normal map) with the light vector (stored
// above in the texture factor)
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
// If user wants to see the normal map, override the above renderstates and
// simply show the texture
if( TRUE == m_bShowNormalMap )
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
// Select which normal map to use
if( m_bUseFileBasedTexture )
m_pd3dDevice->SetTexture( 0, m_pFileBasedNormalMap );
else
m_pd3dDevice->SetTexture( 0, m_pCustomNormalMap );
// Draw the bumpmapped quad
m_pd3dDevice->SetVertexShader( CUSTOMVERTEX_FVF );
m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, m_QuadVertices,
sizeof(CUSTOMVERTEX) );
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateFileBasedNormalMap()
{
HRESULT hr;
// Load the texture from a file
if( FAILED( hr = D3DUtil_CreateTexture( m_pd3dDevice, _T("EarthBump.bmp"),
&m_pFileBasedNormalMap,
D3DFMT_A8R8G8B8 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Lock the texture
D3DLOCKED_RECT d3dlr;
D3DSURFACE_DESC d3dsd;
m_pFileBasedNormalMap->GetLevelDesc( 0, &d3dsd );
m_pFileBasedNormalMap->LockRect( 0, &d3dlr, 0, 0 );
DWORD* pPixel = (DWORD*)d3dlr.pBits;
// For each pixel, generate a vector normal that represents the change
// in thea height field at that pixel
for( DWORD j=0; j<d3dsd.Height; j++ )
{
for( DWORD i=0; i<d3dsd.Width; i++ )
{
DWORD color00 = pPixel[0];
DWORD color10 = pPixel[1];
DWORD color01 = pPixel[d3dlr.Pitch/sizeof(DWORD)];
FLOAT fHeight00 = (FLOAT)((color00&0x00ff0000)>>16)/255.0f;
FLOAT fHeight10 = (FLOAT)((color10&0x00ff0000)>>16)/255.0f;
FLOAT fHeight01 = (FLOAT)((color01&0x00ff0000)>>16)/255.0f;
D3DXVECTOR3 vPoint00( i+0.0f, j+0.0f, fHeight00 );
D3DXVECTOR3 vPoint10( i+1.0f, j+0.0f, fHeight10 );
D3DXVECTOR3 vPoint01( i+0.0f, j+1.0f, fHeight01 );
D3DXVECTOR3 v10 = vPoint10 - vPoint00;
D3DXVECTOR3 v01 = vPoint01 - vPoint00;
D3DXVECTOR3 vNormal;
D3DXVec3Cross( &vNormal, &v10, &v01 );
D3DXVec3Normalize( &vNormal, &vNormal );
// Store the normal as an RGBA value in the normal map
*pPixel++ = VectortoRGBA( &vNormal, fHeight00 );
}
}
// Unlock the texture and return successful
m_pFileBasedNormalMap->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateCustomNormalMap()
{
DWORD dwWidth = 512;
DWORD dwHeight = 512;
HRESULT hr;
// Create a 32-bit texture for the custom normal map
hr = m_pd3dDevice->CreateTexture( dwWidth, dwHeight, 1,
0 /* Usage */,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&m_pCustomNormalMap );
if( FAILED(hr) )
return hr;
// Lock the texture to fill it with our custom image
D3DLOCKED_RECT d3dlr;
if( FAILED( m_pCustomNormalMap->LockRect( 0, &d3dlr, 0, 0 ) ) )
return E_FAIL;
DWORD* pPixel = (DWORD*)d3dlr.pBits;
// Fill each pixel
for( DWORD j=0; j<dwHeight; j++ )
{
for( DWORD i=0; i<dwWidth; i++ )
{
FLOAT xp = ( (5.0f*i) / (dwWidth-1) );
FLOAT yp = ( (5.0f*j) / (dwHeight-1) );
FLOAT x = 2*(xp-floorf(xp))-1;
FLOAT y = 2*(yp-floorf(yp))-1;
FLOAT z = sqrtf( 1.0f - x*x - y*y );
// Make image of raised circle. Outside of circle is gray
if( (x*x + y*y) <= 1.0f )
{
D3DXVECTOR3 vVector( x, y, z );
*pPixel++ = VectortoRGBA( &vVector, 1.0f );
}
else
*pPixel++ = 0x80808080;
}
}
// Unlock the map and return successful
m_pCustomNormalMap->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr;
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create the normal maps
if( FAILED( hr = CreateFileBasedNormalMap() ) )
return hr;
if( FAILED( hr = CreateCustomNormalMap() ) )
return hr;
// Set menu states
CheckMenuItem( GetMenu(m_hWnd), IDM_USEFILEBASEDTEXTURE,
m_bUseFileBasedTexture ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( GetMenu(m_hWnd), IDM_USECUSTOMTEXTURE,
m_bUseFileBasedTexture ? MF_UNCHECKED : MF_CHECKED );
CheckMenuItem( GetMenu(m_hWnd), IDM_SHOWNORMALMAP,
m_bShowNormalMap ? MF_CHECKED : MF_UNCHECKED );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, 2.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 500.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set misc render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pFileBasedNormalMap );
SAFE_RELEASE( m_pCustomNormalMap );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( pCaps->TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3 )
return S_OK;
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
if( uMsg == WM_COMMAND )
{
switch( LOWORD(wParam) )
{
case IDM_USEFILEBASEDTEXTURE:
m_bUseFileBasedTexture = TRUE;
CheckMenuItem( GetMenu(hWnd), IDM_USEFILEBASEDTEXTURE, MF_CHECKED );
CheckMenuItem( GetMenu(hWnd), IDM_USECUSTOMTEXTURE, MF_UNCHECKED );
break;
case IDM_USECUSTOMTEXTURE:
m_bUseFileBasedTexture = FALSE;
CheckMenuItem( GetMenu(hWnd), IDM_USEFILEBASEDTEXTURE, MF_UNCHECKED );
CheckMenuItem( GetMenu(hWnd), IDM_USECUSTOMTEXTURE, MF_CHECKED );
break;
case IDM_SHOWNORMALMAP:
m_bShowNormalMap = !m_bShowNormalMap;
CheckMenuItem( GetMenu(hWnd), IDM_SHOWNORMALMAP,
m_bShowNormalMap ? MF_CHECKED : MF_UNCHECKED );
break;
}
}
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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-@erase "$(INTDIR)\WinMain.res"
-@erase "$(OUTDIR)\dotproduct3.exe"
"$(OUTDIR)" :
if not exist "$(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"$(INTDIR)\dotproduct3.pch" /YX /Fo"$(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"$(OUTDIR)\dotproduct3.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8.lib d3d8.lib ddraw.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\dotproduct3.pdb" /machine:I386 /out:"$(OUTDIR)\dotproduct3.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\DotProduct3.obj" \
"$(INTDIR)\WinMain.res"
"$(OUTDIR)\dotproduct3.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "DotProduct3 - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\dotproduct3.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\DotProduct3.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\vc60.pdb"
-@erase "$(INTDIR)\WinMain.res"
-@erase "$(OUTDIR)\dotproduct3.exe"
-@erase "$(OUTDIR)\dotproduct3.ilk"
-@erase "$(OUTDIR)\dotproduct3.pdb"
"$(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)\dotproduct3.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"$(OUTDIR)\dotproduct3.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8dt.lib d3d8.lib ddraw.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\dotproduct3.pdb" /debug /machine:I386 /out:"$(OUTDIR)\dotproduct3.exe" /pdbtype:sept /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\DotProduct3.obj" \
"$(INTDIR)\WinMain.res"
"$(OUTDIR)\dotproduct3.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("dotproduct3.dep")
!INCLUDE "dotproduct3.dep"
!ELSE
!MESSAGE Warning: cannot find "dotproduct3.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "DotProduct3 - Win32 Release" || "$(CFG)" == "DotProduct3 - 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) $(SOURCE)
SOURCE=.\DotProduct3.cpp
"$(INTDIR)\DotProduct3.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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@@ -0,0 +1,62 @@
//-----------------------------------------------------------------------------
// Name: DotProduct3 Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The DotProduct3 samples demonstrates an alternative approach to Direct3D
bumpmapping. This technique is named after the mathematical operation which
combines a light vector with a surface normal. The normals for a surface are
traditional (x,y,z) vectors stored in RGBA format in a texture map (called a
normal map, for this technique).
Not all cards support DotProduct3 blending teture stages, but then not all
cards support Direct3D bumpmapping. Refer to the DirectX SDK documentation
for more information.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\BumpMapping\DotProduct3
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
=================
The lighting equation for simulating bump mapping invloves using the dot
product of the surface normal and the lighting vector. The lighting vector
is simply passed into the texture factor, and the normals are encoded in a
texture map. The blend stages, then, look like
SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
The only trick then, is getting the normals stored in the texture. To do
this, the components of a vector (XYZW) are each turned from a 32-bit
floating value into a signed 8-bit integer and packed into a texture color
(RGBA). The code show how to do this using a custom-generated normal map,
as well as one built from an actual bumpmapping texture image.
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 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

View File

@@ -0,0 +1,39 @@
//{{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
#define IDM_USECUSTOMTEXTURE 40012
#define IDM_SHOWNORMALMAP 40013
#define IDM_USEFILEBASEDTEXTURE 40014
#define e 40015
// 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 40016
#define _APS_NEXT_CONTROL_VALUE 1027
#define _APS_NEXT_SYMED_VALUE 102
#endif
#endif

View File

@@ -0,0 +1,189 @@
//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
"C", IDM_USECUSTOMTEXTURE, VIRTKEY, CONTROL, NOINVERT
"F", IDM_USEFILEBASEDTEXTURE, VIRTKEY, CONTROL, NOINVERT
"N", IDM_SHOWNORMALMAP, VIRTKEY, CONTROL, NOINVERT
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
POPUP "&Options"
BEGIN
MENUITEM "Use &file-based texture\tCtrl+F", IDM_USEFILEBASEDTEXTURE
MENUITEM "Use &custom texture\tCtrl+C", IDM_USECUSTOMTEXTURE
MENUITEM SEPARATOR
MENUITEM "Show &normal map\tCtrl+N", IDM_SHOWNORMALMAP
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