Initial commit: ROW Client source code

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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//-----------------------------------------------------------------------------
// File: Emboss.cpp
//
// Desc: Shows how to do a bumpmapping technique called emobssing, in which a
// heightmap is subtracted from itself, with slightly offset texture
// coordinates for the second pass.
//
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DFile.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
struct EMBOSSVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
FLOAT tu2, tv2;
};
#define D3DFVF_EMBOSSVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
//-----------------------------------------------------------------------------
// 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; // Font for drawing text
CD3DMesh* m_pObject; // Object to render
D3DLIGHT8 m_Light; // The light
BOOL m_bShowEmbossMethod; // Whether to do the embossing
LPDIRECT3DTEXTURE8 m_pEmbossTexture; // The emboss texture
D3DXVECTOR3 m_vBumpLightPos; // Light position
D3DXVECTOR3* m_pTangents; // Array of vertex tangents
D3DXVECTOR3* m_pBinormals; // Array of vertex binormals
// Internal functions
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
VOID ApplyEnvironmentMap();
VOID ComputeTangentsAndBinormals();
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Emboss: BumpMapping Technique");
m_bUseDepthBuffer = TRUE;
m_bShowCursorWhenFullscreen = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pObject = new CD3DMesh();
m_pEmbossTexture = NULL;
m_bShowEmbossMethod = TRUE;
m_pTangents = NULL;
m_pBinormals = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ComputeTangentVector()
// Desc: To find a tangent that heads in the direction of +tv(texcoords), find
// the components of both vectors on the tangent surface, and add a
// linear combination of the two projections that head in the +tv direction
//-----------------------------------------------------------------------------
D3DXVECTOR3 ComputeTangentVector( EMBOSSVERTEX pVtxA, EMBOSSVERTEX pVtxB,
EMBOSSVERTEX pVtxC )
{
D3DXVECTOR3 vAB = pVtxB.p - pVtxA.p;
D3DXVECTOR3 vAC = pVtxC.p - pVtxA.p;
D3DXVECTOR3 n = pVtxA.n;
// Components of vectors to neghboring vertices that are orthogonal to the
// vertex normal
D3DXVECTOR3 vProjAB = vAB - ( D3DXVec3Dot( &n, &vAB ) * n );
D3DXVECTOR3 vProjAC = vAC - ( D3DXVec3Dot( &n, &vAC ) * n );
// tu and tv texture coordinate differences
FLOAT duAB = pVtxB.tu - pVtxA.tu;
FLOAT duAC = pVtxC.tu - pVtxA.tu;
FLOAT dvAB = pVtxB.tv - pVtxA.tv;
FLOAT dvAC = pVtxC.tv - pVtxA.tv;
if( duAC*dvAB > duAB*dvAC )
{
duAC = -duAC;
duAB = -duAB;
}
D3DXVECTOR3 vTangent = duAC*vProjAB - duAB*vProjAC;
D3DXVec3Normalize( &vTangent, &vTangent );
return vTangent;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::ComputeTangentsAndBinormals()
{
EMBOSSVERTEX* pVertices;
WORD* pIndices;
DWORD dwNumVertices;
DWORD dwNumIndices;
// Gain access to the object's vertex and index buffers
LPDIRECT3DVERTEXBUFFER8 pVB;
m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices();
LPDIRECT3DINDEXBUFFER8 pIB;
m_pObject->GetSysMemMesh()->GetIndexBuffer( &pIB );
pIB->Lock( 0, 0, (BYTE**)&pIndices, 0 );
dwNumIndices = m_pObject->GetSysMemMesh()->GetNumFaces() * 3;
// Allocate space for the vertices' tangents and binormals
m_pTangents = new D3DXVECTOR3[dwNumVertices];
m_pBinormals = new D3DXVECTOR3[dwNumVertices];
ZeroMemory( m_pTangents, sizeof(D3DXVECTOR3)*dwNumVertices );
ZeroMemory( m_pBinormals, sizeof(D3DXVECTOR3)*dwNumVertices );
// Generate the vertices' tangents and binormals
for( DWORD i=0; i<dwNumIndices; i+=3 )
{
WORD a = pIndices[i+0];
WORD b = pIndices[i+1];
WORD c = pIndices[i+2];
// To find a tangent that heads in the direction of +tv(texcoords),
// find the components of both vectors on the tangent surface ,
// and add a linear combination of the two projections that head in the +tv direction
m_pTangents[a] += ComputeTangentVector( pVertices[a], pVertices[b], pVertices[c] );
m_pTangents[b] += ComputeTangentVector( pVertices[b], pVertices[a], pVertices[c] );
m_pTangents[c] += ComputeTangentVector( pVertices[c], pVertices[a], pVertices[b] );
}
for( i=0; i<dwNumVertices; i++ )
{
// Normalize the tangents
D3DXVec3Normalize( &m_pTangents[i], &m_pTangents[i] );
// Compute the binormals
D3DXVec3Cross( &m_pBinormals[i], &pVertices[i].n, &m_pTangents[i] );
}
// Unlock and release the vertex and index buffers
pIB->Unlock();
pVB->Unlock();
pIB->Release();
pVB->Release();
}
//-----------------------------------------------------------------------------
// Name: ApplyEnvironmentMap()
// Desc: Performs a calculation on each of the vertices' normals to determine
// what the texture coordinates should be for the environment map (in this
// case the bump map).
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::ApplyEnvironmentMap()
{
EMBOSSVERTEX* pv;
DWORD dwNumVertices;
dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices();
LPDIRECT3DVERTEXBUFFER8 pVB;
m_pObject->GetLocalMesh()->GetVertexBuffer( &pVB );
pVB->Lock( 0, 0, (BYTE**)&pv, 0 );
// Get the World matrix
D3DXMATRIX WV,InvWV;
m_pd3dDevice->GetTransform( D3DTS_WORLD, &WV );
D3DXMatrixInverse( &InvWV, NULL, &WV );
// Get the current light position in object space
D3DXVECTOR4 vTransformed;
D3DXVec3Transform( &vTransformed, (D3DXVECTOR3*)&m_Light.Position, &InvWV );
m_vBumpLightPos.x = vTransformed.x;
m_vBumpLightPos.y = vTransformed.y;
m_vBumpLightPos.z = vTransformed.z;
// Dimensions of texture needed for shifting tex coords
D3DSURFACE_DESC d3dsd;
m_pEmbossTexture->GetLevelDesc( 0, &d3dsd );
// Loop through the vertices, transforming each one and calculating
// the correct texture coordinates.
for( WORD i = 0; i < dwNumVertices; i++ )
{
// Find light vector in tangent space
D3DXVECTOR3 vLightToVertex;
D3DXVec3Normalize( &vLightToVertex, &(m_vBumpLightPos - pv[i].p) );
// Create rotation matrix (rotate into tangent space)
FLOAT r = D3DXVec3Dot( &vLightToVertex, &pv[i].n );
if( r < 0.f )
{
// Don't shift coordinates when light below surface
pv[i].tu2 = pv[i].tu;
pv[i].tv2 = pv[i].tv;
}
else
{
// Shift coordinates for the emboss effect
D3DXVECTOR2 vEmbossShift;
vEmbossShift.x = D3DXVec3Dot( &vLightToVertex, &m_pTangents[i] );
vEmbossShift.y = D3DXVec3Dot( &vLightToVertex, &m_pBinormals[i] );
D3DXVec2Normalize( &vEmbossShift, &vEmbossShift );
pv[i].tu2 = pv[i].tu + vEmbossShift.x/d3dsd.Width;
pv[i].tv2 = pv[i].tv - vEmbossShift.y/d3dsd.Height;
}
}
pVB->Unlock();
pVB->Release();
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Rotate the object
D3DXMATRIX matWorld;
D3DXMatrixRotationY( &matWorld, m_fTime );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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 backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x00000000, 1.0f, 0L );
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return S_OK;
// Stage 0 is the base texture, with the height map in the alpha channel
m_pd3dDevice->SetTexture( 0, m_pEmbossTexture );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
if( m_bShowEmbossMethod )
{
// Stage 1 passes through the RGB channels (SELECTARG2 = CURRENT), and
// does a signed add with the inverted alpha channel. The texture coords
// associated with Stage 1 are the shifted ones, so the result is:
// (height - shifted_height) * tex.RGB * diffuse.RGB
m_pd3dDevice->SetTexture( 1, m_pEmbossTexture );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_ADDSIGNED );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE|D3DTA_COMPLEMENT );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
// Set up the alpha blender to multiply the alpha channel (monochrome emboss)
// with the src color (lighted texture)
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
}
// Render the object
m_pObject->Render( m_pd3dDevice );
// Restore render states
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
// Draw some text
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 );
m_pFont->DrawText( 2, 40, 0xffffff00, _T("Move the light with the mouse") );
m_pFont->DrawText( 2, 60, 0xffffff00, _T("Emboss-mode:") );
m_pFont->DrawText( 130, 60, 0xffffffff, m_bShowEmbossMethod ? _T("ON") : _T("OFF") );
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// Init the font
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load texture map. Note that this is a special textures, which has a
// height field stored in the alpha channel
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("emboss1.tga"),
&m_pEmbossTexture, D3DFMT_A8R8G8B8 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Load geometry
if( FAILED( m_pObject->Create( m_pd3dDevice, _T("tiger.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Set attributes for the geometry
m_pObject->SetFVF( m_pd3dDevice, D3DFVF_EMBOSSVERTEX );
m_pObject->UseMeshMaterials( FALSE );
// Compute the object's tangents and binormals, whaich are needed for the
// emboss-tecnhique's texture-coordinate shifting calculations
ComputeTangentsAndBinormals();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// Restore device objects
m_pObject->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
// Set up the textures
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 );
// Set the view and projection matrices
D3DXMATRIX matView, matProj;
D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, 3.5f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 1000.0f );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Setup a material
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
// Set up the light
D3DUtil_InitLight( m_Light, D3DLIGHT_POINT, 5.0f, 5.0f, -20.0f );
m_Light.Attenuation0 = 1.0f;
m_pd3dDevice->SetLight( 0, &m_Light );
m_pd3dDevice->LightEnable( 0, TRUE );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00444444 );
ApplyEnvironmentMap();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pObject->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()
{
SAFE_RELEASE( m_pEmbossTexture );
m_pObject->Destroy();
m_pFont->DeleteDeviceObjects();
SAFE_DELETE_ARRAY( m_pTangents );
SAFE_DELETE_ARRAY( m_pBinormals );
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 );
SAFE_DELETE( m_pObject );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( dwBehavior & D3DCREATE_PUREDEVICE )
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
// This sample uses the ADDSIGNED texture blending mode
if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED ) )
return E_FAIL;
if( pCaps->MaxTextureBlendStages < 2 )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Overrrides the main WndProc, so the sample can do custom message
// handling (e.g. processing mouse, keyboard, or menu commands).
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam )
{
switch( msg )
{
case WM_COMMAND:
if( LOWORD(wParam) == IDM_EMBOSSTOGGLE )
m_bShowEmbossMethod = !m_bShowEmbossMethod;
break;
case WM_MOUSEMOVE:
if( m_pd3dDevice != NULL )
{
FLOAT w = (FLOAT)m_d3dsdBackBuffer.Width;
FLOAT h = (FLOAT)m_d3dsdBackBuffer.Height;
m_Light.Position.x = 200.0f * ( 0.5f - LOWORD(lParam) / w );
m_Light.Position.y = 200.0f * ( 0.5f - HIWORD(lParam) / h );
m_Light.Position.z = 100.0f;
m_pd3dDevice->SetLight( 0, &m_Light );
ApplyEnvironmentMap();
}
break;
}
return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam );
}

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# Begin Target
# Name "Emboss - Win32 Release"
# Name "Emboss - Win32 Debug"
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=.\directx.ico
# End Source File
# Begin Source File
SOURCE=.\resource.h
# End Source File
# Begin Source File
SOURCE=.\winmain.rc
# End Source File
# End Group
# Begin Group "Common"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\common\src\d3dapp.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\common\include\d3dapp.h
# End Source File
# Begin Source File
SOURCE=..\..\..\common\src\d3dfile.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\common\include\d3dfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\common\src\d3dfont.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\common\include\d3dfont.h
# End Source File
# Begin Source File
SOURCE=..\..\..\common\src\d3dutil.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\common\include\d3dutil.h
# End Source File
# Begin Source File
SOURCE=..\..\..\common\src\dxutil.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\common\include\dxutil.h
# End Source File
# End Group
# Begin Source File
SOURCE=.\Emboss.cpp
# End Source File
# End Target
# End Project

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Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "Emboss"=.\Emboss.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

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# Microsoft Developer Studio Generated NMAKE File, Based on Emboss.dsp
!IF "$(CFG)" == ""
CFG=Emboss - Win32 Debug
!MESSAGE No configuration specified. Defaulting to Emboss - Win32 Debug.
!ENDIF
!IF "$(CFG)" != "Emboss - Win32 Release" && "$(CFG)" != "Emboss - Win32 Debug"
!MESSAGE Invalid configuration "$(CFG)" specified.
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "Emboss.mak" CFG="Emboss - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Emboss - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "Emboss - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
!ERROR An invalid configuration is specified.
!ENDIF
!IF "$(OS)" == "Windows_NT"
NULL=
!ELSE
NULL=nul
!ENDIF
!IF "$(CFG)" == "Emboss - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\Emboss.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\Emboss.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\Emboss.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"$(INTDIR)\Emboss.pch" /YX /Fo"$(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"$(OUTDIR)\Emboss.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dxguid.lib d3dx8.lib d3d8.lib d3dxof.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Emboss.pdb" /machine:I386 /out:"$(OUTDIR)\Emboss.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\Emboss.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\Emboss.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "Emboss - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\Emboss.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\Emboss.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\vc60.pdb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\Emboss.exe"
-@erase "$(OUTDIR)\Emboss.ilk"
-@erase "$(OUTDIR)\Emboss.pdb"
"$(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)\Emboss.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"$(OUTDIR)\Emboss.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dxguid.lib d3dx8dt.lib d3d8.lib d3dxof.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Emboss.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Emboss.exe" /pdbtype:sept /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\Emboss.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\Emboss.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("Emboss.dep")
!INCLUDE "Emboss.dep"
!ELSE
!MESSAGE Warning: cannot find "Emboss.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "Emboss - Win32 Release" || "$(CFG)" == "Emboss - 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) $(SOURCE)
SOURCE=.\Emboss.cpp
"$(INTDIR)\Emboss.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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After

Width:  |  Height:  |  Size: 1.1 KiB

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//{{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_U8V8L8 40011
#define IDM_U5V5L6 40012
#define IDM_U8V8 40013
#define IDM_TEXTURETOGGLE 40014
#define IDM_EMBOSSTOGGLE 40014
#define IDM_BUMPMAPTOGGLE 40015
#define IDM_ENVMAPTOGGLE 40016
#define IDM_LOW_TESSELATION 40017
#define IDM_HIGH_TESSELATION 40018
// 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 40019
#define _APS_NEXT_CONTROL_VALUE 1027
#define _APS_NEXT_SYMED_VALUE 102
#endif
#endif

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@@ -0,0 +1,184 @@
//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
"E", IDM_EMBOSSTOGGLE, 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 "Toggle &emboss mode\tCtrl+E", IDM_EMBOSSTOGGLE
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