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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//-----------------------------------------------------------------------------
// Name: Cull Direct3D Sample
//
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The Cull sample illustrates how to cull objects whose object bounding box
(OBB) does not intersect the view frustum. By not passing these objects
to D3D, you save the time that would be spent by D3D transforming and
lighting these objects which will never be visible. The time savings could
be significant if there are many such objects, and/or if the objects contain
many vertices.
More elaborate and efficient culling can be done by creating hierarchies
of objects, with bounding boxes around groups of objects, so that not every
object's OBB has to be compared to the view frustum.
It is more efficient to do this OBB/frustum intersection calculation in your
own code than to use D3D to transform the OBB and check the resulting clip
flags.
You can adapt the culling routines in this sample meet the needs of programs
that you write.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\Cull
Executable: DXSDK\Samples\Multimedia\D3D\Bin
User's Guide
============
When you run this program, you'll see the same scene (a bunch of teapots)
rendered into two viewports. The right viewport uses the view frustum that
the code will cull against. The left viewport has an independent camera,
and shows the right viewport's frustum as a visible object, so you can see
where culling should be happening. 50 teapots are randomly placed in the
scene, and they are rendered along with their semitransparent OBB's.
The teapots are colored as follows to indicate their cull status:
Dark Green: The object was quickly determined to be inside the frustum
(CS_INSIDE)
Light Green: The object was determined (after a fair bit of work) to be
inside the frustum (CS_INSIDE_SLOW)
Dark Red: The object was quickly determined to be outside the frustum
(CS_OUTSIDE)
Light Red: The object was determined (after a fair bit of work) to be
outside the frustum (CS_OUTSIDE_SLOW)
You should only ever see green teapots in the right window. Note that
most teapots are either dark green or dark red, indicating that the slower
tests are not needed for the majority of cases.
To move the camera of the right viewport, click on the right side of the
window, then use the camera keys listed below to move around.
To move the camera of the left viewport, click on the left side of the
window, then use the camera keys listed below to move around.
You can also rotate the teapots to set up particular relationships against
the view frustum. You cannot move the teapots, but you can get the same
effect by moving the frustum instead.
The following keys are implemented. The dropdown menus can be used for the
same controls.
<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.
<W, S, Arrow Keys> Move the camera
<Q, E, A, Z> Rotate the camera
<Y, U, H, J> Rotate the teapots
<N> Snap the left camera to match the right camera
<M> Snap the right camera to the original position
Programming Notes
=================
The OBB/viewport intersection algorithm used by this program is:
1) If any OBB corner pt is inside the frustum, return CS_INSIDE
2) Else if all OBB corner pts are outside a single frustum plane,
return CS_OUTSIDE
3) Else if any frustum edge penetrates a face of the OBB, return
CS_INSIDE_SLOW
4) Else if any OBB edge penetrates a face of the frustum, return
CS_INSIDE_SLOW
5) Else if any point in the frustum is outside any plane of the
OBB, return CS_OUTSIDE_SLOW
6) Else return CS_INSIDE_SLOW
The distinction between INSIDE and INSIDE_SLOW, and between OUTSIDE and
OUTSIDE_SLOW, is only provided here for educational purposes. In a
shipping app, you probably would combine the cullstates into just
INSIDE and OUTSIDE, since all you usually need to know is whether the OBB
is inside or outside the frustum.
The culling code shown here is written in a straightforward way for
readability. It is not optimized for performance. Additional optimizations
can be made, especially if the bounding box is a regular box (e.g., the front
and back faces are parallel). Or this algorithm could be generalized to work
for arbitrary convex bounding hulls to allow tighter fitting against the
underlying models.
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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//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED