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: ClipMirror.cpp
//
// Desc: This sample shows how to use clip planes to implement a planar mirror.
// The scene is reflected in a mirror and rendered in a 2nd pass. The
// corners of the mirrors, together with the camera eye point, are used
// to define a custom set of clip planes so that the reflected geometry
// appears only within the mirror's boundaries.
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name: struct MIRRORVERTEX
// Desc: Custom mirror vertex type
//-----------------------------------------------------------------------------
struct MIRRORVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
DWORD color;
};
#define D3DFVF_MIRRORVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// 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_pTeapot; // The teapot object
D3DXMATRIX m_matTeapot; // Teapot's local matrix
LPDIRECT3DVERTEXBUFFER8 m_pMirrorVB;
D3DXVECTOR3 m_vEyePt; // Vectors defining the camera
D3DXVECTOR3 m_vLookatPt;
D3DXVECTOR3 m_vUpVec;
HRESULT RenderMirror();
HRESULT RenderScene();
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
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("ClipMirror: Using D3D Clip Planes");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pTeapot = new CD3DMesh;
m_pMirrorVB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Initialize the camera's orientation
m_vEyePt = D3DXVECTOR3( 0.0f, 2.0f, -6.5f );
m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Set the teapot's local matrix (rotating about the y-axis)
D3DXMatrixRotationY( &m_matTeapot, m_fTime );
// When the window has focus, let the mouse adjust the camera view
if( GetFocus() )
{
D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
m_vEyePt.x = 5*quat.y;
m_vEyePt.y = 5*quat.x;
m_vEyePt.z = -sqrtf( 50.0f - 25*quat.x*quat.x - 25*quat.y*quat.y );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderScene()
// Desc: Renders all objects in the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderScene()
{
D3DXMATRIX matLocal, matWorldSaved;
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
// Build the local matrix
D3DXMatrixMultiply( &matLocal, &m_matTeapot, &matWorldSaved );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matLocal );
// Render the object
m_pTeapot->Render( m_pd3dDevice );
// Restore the modified render states
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
// 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 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderMirror()
// Desc: Renders the scene as reflected in a mirror. The corners of the mirror
// define a plane, which is used to build the reflection matrix. The
// scene is rendered with the cull-mode reversed, since all normals in
// the scene are likewise reflected.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderMirror()
{
D3DXMATRIX matWorldSaved;
D3DXMATRIX matReflectInMirror;
D3DXPLANE plane;
// Save the world matrix so it can be restored
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
// Get the four corners of the mirror. (This should be dynamic rather than
// hardcoded.)
D3DXVECTOR3 a(-1.5f, 1.5f, 3.0f );
D3DXVECTOR3 b( 1.5f, 1.5f, 3.0f );
D3DXVECTOR3 c( -1.5f,-1.5f, 3.0f );
D3DXVECTOR3 d( 1.5f,-1.5f, 3.0f );
// Construct the reflection matrix
D3DXPlaneFromPoints( &plane, &a, &b, &c );
D3DXMatrixReflect( &matReflectInMirror, &plane );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matReflectInMirror );
// Reverse the cull mode (since normals will be reflected)
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
// Set the custom clip planes (so geometry is clipped by mirror edges).
// This is the heart of this sample. The mirror has 4 edges, so there are
// 4 clip planes, each defined by two mirror vertices and the eye point.
m_pd3dDevice->SetClipPlane( 0, *D3DXPlaneFromPoints( &plane, &b, &a, &m_vEyePt ) );
m_pd3dDevice->SetClipPlane( 1, *D3DXPlaneFromPoints( &plane, &d, &b, &m_vEyePt ) );
m_pd3dDevice->SetClipPlane( 2, *D3DXPlaneFromPoints( &plane, &c, &d, &m_vEyePt ) );
m_pd3dDevice->SetClipPlane( 3, *D3DXPlaneFromPoints( &plane, &a, &c, &m_vEyePt ) );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE,
D3DCLIPPLANE0 | D3DCLIPPLANE1 | D3DCLIPPLANE2 | D3DCLIPPLANE3 );
// Render the scene
RenderScene();
// Restore the modified render states
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
// Finally, render the mirror itself (as an alpha-blended quad)
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetStreamSource( 0, m_pMirrorVB, sizeof(MIRRORVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_MIRRORVERTEX );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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 viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Render the scene
RenderScene();
// Render the scene in the mirror
RenderMirror();
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Set up the geometry objects
if( FAILED( m_pTeapot->Create( m_pd3dDevice, _T("Teapot.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Create a square for rendering the mirror
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(MIRRORVERTEX),
D3DUSAGE_WRITEONLY,
D3DFVF_MIRRORVERTEX,
D3DPOOL_MANAGED, &m_pMirrorVB ) ) )
return E_FAIL;
// Initialize the mirror's vertices
MIRRORVERTEX* v;
m_pMirrorVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3(-1.5f, 1.5f, 3.0f );
v[2].p = D3DXVECTOR3(-1.5f,-1.5f, 3.0f );
v[1].p = D3DXVECTOR3( 1.5f, 1.5f, 3.0f );
v[3].p = D3DXVECTOR3( 1.5f,-1.5f, 3.0f );
v[0].n = v[1].n = v[2].n = v[3].n = D3DXVECTOR3(0.0f,0.0f,-1.0f);
v[0].color = v[1].color = v[2].color = v[3].color = 0x80ffffff;
m_pMirrorVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set up the geometry objects
m_pTeapot->RestoreDeviceObjects( m_pd3dDevice );
// Set up the textures
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_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// Set up the matrices
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set up a light
if( ( m_d3dCaps.VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) ||
!( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) )
{
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.2f, -1.0f, -0.2f );
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
}
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xff555555 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pTeapot->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();
m_pTeapot->Destroy();
SAFE_RELEASE( m_pMirrorVB );
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
if( ( dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
( dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( pCaps->MaxUserClipPlanes < 4 )
return E_FAIL;
}
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_pTeapot );
return S_OK;
}

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LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\ClipMirror.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\clipmirror.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "ClipMirror - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\clipmirror.exe"
CLEAN :
-@erase "$(INTDIR)\ClipMirror.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 "$(OUTDIR)\clipmirror.exe"
-@erase "$(OUTDIR)\clipmirror.ilk"
-@erase "$(OUTDIR)\clipmirror.pdb"
"$(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)\clipmirror.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"$(OUTDIR)\clipmirror.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8dt.lib d3d8.lib dxguid.lib winmm.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\clipmirror.pdb" /debug /machine:I386 /out:"$(OUTDIR)\clipmirror.exe" /pdbtype:sept /libpath:"..\..\lib" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\ClipMirror.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\clipmirror.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("clipmirror.dep")
!INCLUDE "clipmirror.dep"
!ELSE
!MESSAGE Warning: cannot find "clipmirror.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "ClipMirror - Win32 Release" || "$(CFG)" == "ClipMirror - 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) $(SOURCE)
SOURCE=.\ClipMirror.cpp
"$(INTDIR)\ClipMirror.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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@@ -0,0 +1,50 @@
//-----------------------------------------------------------------------------
// Name: ClipMirror Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The ClipMirror sample demonstrates the use of custom-defined clip planes.
A 3D scene is rendered normally, and then again in a 2nd pass as if reflected
in a planar mirror. Clip planes are used to clip the reflected scene to the
edges of the mirror.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\ClipMirror
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.
The mouse is also used in this sample to control the viewing position.
Programming Notes
=================
The main feature of this sample is the use of clip planes. The rectangular
mirror has four edges, so four clip planes are used. Each plane is defined
by the eye point and two vertices of one edge of the mirror. With the clip
planes in place, the view matrix is reflected in the mirror's plance, and
then the scene geometry (the teapot object) can be rendered as normal.
Afterwards, a semi-transparent rectangle is drawn to represent the mirror
itself.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\Multimedia\Common

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@@ -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

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@@ -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