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:
708
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/DolphinVS.cpp
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708
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/DolphinVS.cpp
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@@ -0,0 +1,708 @@
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//-----------------------------------------------------------------------------
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// File: Dolphin.cpp
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//
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// Desc: Sample of swimming dolphin
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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 <stdio.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DFile.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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// Globals variables and definitions
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//-----------------------------------------------------------------------------
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#define WATER_COLOR 0x00004080
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struct D3DVERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu, tv;
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};
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#define D3DFVF_D3DVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Main class to run this application. Most functionality is inherited
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// from the CD3DApplication base class.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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// Font for drawing text
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CD3DFont* m_pFont;
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// Transform matrices
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D3DXMATRIX m_matWorld;
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D3DXMATRIX m_matView;
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D3DXMATRIX m_matProj;
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// Dolphin object
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LPDIRECT3DTEXTURE8 m_pDolphinTexture;
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LPDIRECT3DVERTEXBUFFER8 m_pDolphinVB1;
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LPDIRECT3DVERTEXBUFFER8 m_pDolphinVB2;
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LPDIRECT3DVERTEXBUFFER8 m_pDolphinVB3;
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LPDIRECT3DINDEXBUFFER8 m_pDolphinIB;
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DWORD m_dwNumDolphinVertices;
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DWORD m_dwNumDolphinFaces;
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DWORD m_dwDolphinVertexShader;
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DWORD m_dwDolphinVertexShader2;
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// Seafloor object
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LPDIRECT3DTEXTURE8 m_pSeaFloorTexture;
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LPDIRECT3DVERTEXBUFFER8 m_pSeaFloorVB;
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LPDIRECT3DINDEXBUFFER8 m_pSeaFloorIB;
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DWORD m_dwNumSeaFloorVertices;
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DWORD m_dwNumSeaFloorFaces;
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DWORD m_dwSeaFloorVertexShader;
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DWORD m_dwSeaFloorVertexShader2;
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// Water caustics
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LPDIRECT3DTEXTURE8 m_pCausticTextures[32];
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LPDIRECT3DTEXTURE8 m_pCurrentCausticTexture;
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public:
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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 ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
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CMyD3DApplication();
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};
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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: Constructor
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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// Override base class members
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m_strWindowTitle = _T("DolphinVS: Tweening Vertex Shader");
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m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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// Dolphin object
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m_pDolphinTexture = NULL;
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m_pDolphinVB1 = NULL;
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m_pDolphinVB2 = NULL;
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m_pDolphinVB3 = NULL;
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m_pDolphinIB = NULL;
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m_dwDolphinVertexShader = 0L;
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m_dwDolphinVertexShader2 = 0L;
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// SeaFloor object
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m_pSeaFloorTexture = NULL;
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m_pSeaFloorVB = NULL;
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m_pSeaFloorIB = NULL;
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m_dwSeaFloorVertexShader = 0L;
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m_dwSeaFloorVertexShader2= 0L;
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// Water caustics
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for( DWORD t=0; t<32; t++ )
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m_pCausticTextures[t] = NULL;
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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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// Animation attributes for the dolphin
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FLOAT fKickFreq = 2*m_fTime;
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FLOAT fPhase = m_fTime/3;
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FLOAT fBlendWeight = sinf( fKickFreq );
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// Move the dolphin in a circle
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D3DXMATRIX matDolphin, matTrans, matRotate1, matRotate2;
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D3DXMatrixScaling( &matDolphin, 0.01f, 0.01f, 0.01f );
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D3DXMatrixRotationZ( &matRotate1, -cosf(fKickFreq)/6 );
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D3DXMatrixMultiply( &matDolphin, &matDolphin, &matRotate1 );
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D3DXMatrixRotationY( &matRotate2, fPhase );
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D3DXMatrixMultiply( &matDolphin, &matDolphin, &matRotate2 );
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D3DXMatrixTranslation( &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/2, 10-10*cosf(fPhase) );
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D3DXMatrixMultiply( &matDolphin, &matDolphin, &matTrans );
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// Animate the caustic textures
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DWORD tex = ((DWORD)(m_fTime*32))%32;
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m_pCurrentCausticTexture = m_pCausticTextures[tex];
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// Set the vertex shader constants. Note: outside of the blend matrices,
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// most of these values don't change, so don't need to really be set every
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// frame. It's just done here for clarity
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{
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// Some basic constants
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D3DXVECTOR4 vZero( 0.0f, 0.0f, 0.0f, 0.0f );
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D3DXVECTOR4 vOne( 1.0f, 0.5f, 0.2f, 0.05f );
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FLOAT fWeight1;
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FLOAT fWeight2;
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FLOAT fWeight3;
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if( fBlendWeight > 0.0f )
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{
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fWeight1 = fabsf(fBlendWeight);
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fWeight2 = 1.0f - fabsf(fBlendWeight);
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fWeight3 = 0.0f;
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}
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else
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{
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fWeight1 = 0.0f;
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fWeight2 = 1.0f - fabsf(fBlendWeight);
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fWeight3 = fabsf(fBlendWeight);
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}
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D3DXVECTOR4 vWeight( fWeight1, fWeight2, fWeight3, 0.0f );
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// Lighting vectors (in world space and in dolphin model space)
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// and other constants
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FLOAT fLight[] = { 0.0f, 1.0f, 0.0f, 0.0f };
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FLOAT fLightDolphinSpace[] = { 0.0f, 1.0f, 0.0f, 0.0f };
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FLOAT fDiffuse[] = { 1.00f, 1.00f, 1.00f, 1.00f };
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FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
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FLOAT fFog[] = { 0.5f, 50.0f, 1.0f/(50.0f-1.0f), 0.0f };
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FLOAT fCaustics[] = { 0.05f, 0.05f, sinf(m_fTime)/8, cosf(m_fTime)/10 };
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D3DXMATRIX matDolphinInv;
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D3DXMatrixInverse(&matDolphinInv, NULL, &matDolphin);
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D3DXVec4Transform((D3DXVECTOR4*)fLightDolphinSpace, (D3DXVECTOR4*)fLight, &matDolphinInv);
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D3DXVec4Normalize((D3DXVECTOR4*)fLightDolphinSpace, (D3DXVECTOR4*)fLightDolphinSpace);
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// Vertex shader operations use transposed matrices
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D3DXMATRIX mat, matCamera, matTranspose, matCameraTranspose;
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D3DXMATRIX matViewTranspose, matProjTranspose;
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D3DXMatrixMultiply(&matCamera, &matDolphin, &m_matView);
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D3DXMatrixMultiply(&mat, &matCamera, &m_matProj);
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D3DXMatrixTranspose(&matTranspose, &mat);
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D3DXMatrixTranspose(&matCameraTranspose, &matCamera);
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D3DXMatrixTranspose(&matViewTranspose, &m_matView);
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D3DXMatrixTranspose(&matProjTranspose, &m_matProj);
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// Set the vertex shader constants
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m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 2, &vWeight, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 4, &matTranspose, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 8, &matCameraTranspose, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 12, &matViewTranspose, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 19, &fLightDolphinSpace, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 20, &fLight, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 23, &fFog, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 24, &fCaustics, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 28, &matProjTranspose, 4 );
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}
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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 viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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WATER_COLOR, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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FLOAT fAmbientLight[] = { 0.25f, 0.25f, 0.25f, 0.25f };
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m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbientLight, 1 );
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// Render the seafloor
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m_pd3dDevice->SetTexture( 0, m_pSeaFloorTexture );
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m_pd3dDevice->SetVertexShader( m_dwSeaFloorVertexShader );
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m_pd3dDevice->SetStreamSource( 0, m_pSeaFloorVB, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetIndices( m_pSeaFloorIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
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0, m_dwNumSeaFloorVertices,
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0, m_dwNumSeaFloorFaces );
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// Render the dolphin
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m_pd3dDevice->SetTexture( 0, m_pDolphinTexture );
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m_pd3dDevice->SetVertexShader( m_dwDolphinVertexShader );
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m_pd3dDevice->SetStreamSource( 0, m_pDolphinVB1, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetStreamSource( 1, m_pDolphinVB2, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetStreamSource( 2, m_pDolphinVB3, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetIndices( m_pDolphinIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
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0, m_dwNumDolphinVertices,
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0, m_dwNumDolphinFaces );
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// Now, we are going to do a 2nd pass, to alpha-blend in the caustics.
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// The caustics use a 2nd set of texture coords that are generated
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// by the vertex shaders. Lighting from the light above is used, but
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// ambient is turned off to avoid lighting objects from below (for
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// instance, we don't want caustics appearing on the dolphin's
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// underbelly). Finally, fog color is set to black, so that caustics
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// fade in distance.
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// Turn on alpha blending
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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// Setup the caustic texture
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m_pd3dDevice->SetTexture( 0, m_pCurrentCausticTexture );
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// Set ambient and fog colors to black
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FLOAT fAmbientDark[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbientDark, 1 );
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m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0x00000000 );
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// Render the caustic effects for the seafloor
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m_pd3dDevice->SetVertexShader( m_dwSeaFloorVertexShader2 );
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m_pd3dDevice->SetStreamSource( 0, m_pSeaFloorVB, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetIndices( m_pSeaFloorIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
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0, m_dwNumSeaFloorVertices,
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0, m_dwNumSeaFloorFaces );
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// Finally, render the caustic effects for the dolphin
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m_pd3dDevice->SetVertexShader( m_dwDolphinVertexShader2 );
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m_pd3dDevice->SetStreamSource( 0, m_pDolphinVB1, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetStreamSource( 1, m_pDolphinVB2, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetStreamSource( 2, m_pDolphinVB3, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetIndices( m_pDolphinIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
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0, m_dwNumDolphinVertices,
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0, m_dwNumDolphinFaces );
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// Restore modified render states
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, WATER_COLOR );
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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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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize device-dependent objects. This is the place to create mesh
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// and texture objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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LPDIRECT3DVERTEXBUFFER8 pMeshSourceVB;
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LPDIRECT3DINDEXBUFFER8 pMeshSourceIB;
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||||
D3DVERTEX* pSrc;
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D3DVERTEX* pDst;
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CD3DMesh DolphinMesh01;
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CD3DMesh DolphinMesh02;
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CD3DMesh DolphinMesh03;
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CD3DMesh SeaFloorMesh;
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||||
// Initialize the font's internal textures
|
||||
m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Create texture for the dolphin
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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Dolphin.bmp"),
|
||||
&m_pDolphinTexture ) ) )
|
||||
{
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||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
}
|
||||
|
||||
// Create textures for the seafloor
|
||||
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("SeaFloor.bmp"),
|
||||
&m_pSeaFloorTexture ) ) )
|
||||
{
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
}
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||||
|
||||
// Create textures for the water caustics
|
||||
for( DWORD t=0; t<32; t++ )
|
||||
{
|
||||
TCHAR strName[80];
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||||
sprintf( strName, _T("Caust%02ld.tga"), t );
|
||||
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, strName,
|
||||
&m_pCausticTextures[t] ) ) )
|
||||
{
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
}
|
||||
}
|
||||
|
||||
// Load the file-based mesh objects
|
||||
if( FAILED( DolphinMesh01.Create( m_pd3dDevice, _T("dolphin1.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
if( FAILED( DolphinMesh02.Create( m_pd3dDevice, _T("dolphin2.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
if( FAILED( DolphinMesh03.Create( m_pd3dDevice, _T("dolphin3.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
if( FAILED( SeaFloorMesh.Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
// Set the FVF type to match the vertex format we want
|
||||
DolphinMesh01.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
|
||||
DolphinMesh02.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
|
||||
DolphinMesh03.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
|
||||
SeaFloorMesh.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
|
||||
|
||||
// Get the number of vertices and faces for the meshes
|
||||
m_dwNumDolphinVertices = DolphinMesh01.GetSysMemMesh()->GetNumVertices();
|
||||
m_dwNumDolphinFaces = DolphinMesh01.GetSysMemMesh()->GetNumFaces();
|
||||
m_dwNumSeaFloorVertices = SeaFloorMesh.GetSysMemMesh()->GetNumVertices();
|
||||
m_dwNumSeaFloorFaces = SeaFloorMesh.GetSysMemMesh()->GetNumFaces();
|
||||
|
||||
// Create the dolphin and seafloor vertex and index buffers
|
||||
m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
|
||||
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
|
||||
&m_pDolphinVB1 );
|
||||
m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
|
||||
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
|
||||
&m_pDolphinVB2 );
|
||||
m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
|
||||
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
|
||||
&m_pDolphinVB3 );
|
||||
m_pd3dDevice->CreateVertexBuffer( m_dwNumSeaFloorVertices * sizeof(D3DVERTEX),
|
||||
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
|
||||
&m_pSeaFloorVB );
|
||||
m_pd3dDevice->CreateIndexBuffer( m_dwNumDolphinFaces * 3 * sizeof(WORD),
|
||||
D3DUSAGE_WRITEONLY,
|
||||
D3DFMT_INDEX16, D3DPOOL_MANAGED,
|
||||
&m_pDolphinIB );
|
||||
m_pd3dDevice->CreateIndexBuffer( m_dwNumSeaFloorFaces * 3 * sizeof(WORD),
|
||||
D3DUSAGE_WRITEONLY,
|
||||
D3DFMT_INDEX16, D3DPOOL_MANAGED,
|
||||
&m_pSeaFloorIB );
|
||||
|
||||
// Copy vertices for mesh 01
|
||||
DolphinMesh01.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
|
||||
m_pDolphinVB1->Lock( 0, 0, (BYTE**)&pDst, 0 );
|
||||
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
|
||||
memcpy( pDst, pSrc, m_dwNumDolphinVertices * sizeof(D3DVERTEX) );
|
||||
m_pDolphinVB1->Unlock();
|
||||
pMeshSourceVB->Unlock();
|
||||
pMeshSourceVB->Release();
|
||||
|
||||
// Copy vertices for mesh 2
|
||||
DolphinMesh02.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
|
||||
m_pDolphinVB2->Lock( 0, 0, (BYTE**)&pDst, 0 );
|
||||
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
|
||||
memcpy( pDst, pSrc, m_dwNumDolphinVertices * sizeof(D3DVERTEX) );
|
||||
m_pDolphinVB2->Unlock();
|
||||
pMeshSourceVB->Unlock();
|
||||
pMeshSourceVB->Release();
|
||||
|
||||
// Copy vertices for mesh 3
|
||||
DolphinMesh03.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
|
||||
m_pDolphinVB3->Lock( 0, 0, (BYTE**)&pDst, 0 );
|
||||
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
|
||||
memcpy( pDst, pSrc, m_dwNumDolphinVertices * sizeof(D3DVERTEX) );
|
||||
m_pDolphinVB3->Unlock();
|
||||
pMeshSourceVB->Unlock();
|
||||
pMeshSourceVB->Release();
|
||||
|
||||
// Copy vertices for the seafloor mesh, and add some bumpiness
|
||||
SeaFloorMesh.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
|
||||
m_pSeaFloorVB->Lock( 0, 0, (BYTE**)&pDst, 0 );
|
||||
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
|
||||
memcpy( pDst, pSrc, m_dwNumSeaFloorVertices * sizeof(D3DVERTEX) );
|
||||
srand(5);
|
||||
for( DWORD i=0; i<m_dwNumSeaFloorVertices; i++ )
|
||||
{
|
||||
((D3DVERTEX*)pDst)[i].p.y += (rand()/(FLOAT)RAND_MAX);
|
||||
((D3DVERTEX*)pDst)[i].p.y += (rand()/(FLOAT)RAND_MAX);
|
||||
((D3DVERTEX*)pDst)[i].p.y += (rand()/(FLOAT)RAND_MAX);
|
||||
((D3DVERTEX*)pDst)[i].tu *= 10;
|
||||
((D3DVERTEX*)pDst)[i].tv *= 10;
|
||||
}
|
||||
m_pSeaFloorVB->Unlock();
|
||||
pMeshSourceVB->Unlock();
|
||||
pMeshSourceVB->Release();
|
||||
|
||||
// Copy indices for the dolphin mesh
|
||||
DolphinMesh01.GetSysMemMesh()->GetIndexBuffer( &pMeshSourceIB );
|
||||
m_pDolphinIB->Lock( 0, 0, (BYTE**)&pDst, 0 );
|
||||
pMeshSourceIB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
|
||||
memcpy( pDst, pSrc, 3 * m_dwNumDolphinFaces * sizeof(WORD) );
|
||||
m_pDolphinIB->Unlock();
|
||||
pMeshSourceIB->Unlock();
|
||||
pMeshSourceIB->Release();
|
||||
|
||||
// Copy indices for the seafloor mesh
|
||||
SeaFloorMesh.GetSysMemMesh()->GetIndexBuffer( &pMeshSourceIB );
|
||||
m_pSeaFloorIB->Lock( 0, 0, (BYTE**)&pDst, 0 );
|
||||
pMeshSourceIB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
|
||||
memcpy( pDst, pSrc, 3 * m_dwNumSeaFloorFaces * sizeof(WORD) );
|
||||
m_pSeaFloorIB->Unlock();
|
||||
pMeshSourceIB->Unlock();
|
||||
pMeshSourceIB->Release();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RestoreDeviceObjects()
|
||||
// Desc: Restore device-memory objects and state after a device is created or
|
||||
// resized.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
m_pFont->RestoreDeviceObjects();
|
||||
|
||||
// Set the transform matrices
|
||||
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
|
||||
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
|
||||
D3DXMatrixIdentity( &m_matWorld );
|
||||
D3DXMatrixLookAtLH( &m_matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
D3DXMatrixPerspectiveFovLH( &m_matProj, D3DX_PI/3, fAspect, 1.0f, 10000.0f );
|
||||
|
||||
// Set default render states
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, WATER_COLOR );
|
||||
|
||||
// Create vertex shader for the dolphin
|
||||
DWORD dwDolphinVertexDecl[] =
|
||||
{
|
||||
D3DVSD_STREAM( 0 ),
|
||||
D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position of first mesh
|
||||
D3DVSD_REG( 3, D3DVSDT_FLOAT3 ), // Normal
|
||||
D3DVSD_REG( 6, D3DVSDT_FLOAT2 ), // Tex coords
|
||||
D3DVSD_STREAM( 1 ),
|
||||
D3DVSD_REG( 1, D3DVSDT_FLOAT3 ), // Position of second mesh
|
||||
D3DVSD_REG( 4, D3DVSDT_FLOAT3 ), // Normal
|
||||
D3DVSD_REG( 7, D3DVSDT_FLOAT2 ), // Tex coords
|
||||
D3DVSD_STREAM( 2 ),
|
||||
D3DVSD_REG( 2, D3DVSDT_FLOAT3 ), // Position of second mesh
|
||||
D3DVSD_REG( 5, D3DVSDT_FLOAT3 ), // Normal
|
||||
D3DVSD_REG( 8, D3DVSDT_FLOAT2 ), // Tex coords
|
||||
D3DVSD_END()
|
||||
};
|
||||
|
||||
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("DolphinTween.vsh"),
|
||||
dwDolphinVertexDecl,
|
||||
&m_dwDolphinVertexShader ) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
|
||||
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("DolphinTween2.vsh"),
|
||||
dwDolphinVertexDecl,
|
||||
&m_dwDolphinVertexShader2 ) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
|
||||
// Create vertex shader for the seafloor
|
||||
DWORD dwSeaFloorVertexDecl[] =
|
||||
{
|
||||
D3DVSD_STREAM( 0 ),
|
||||
D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position of first mesh
|
||||
D3DVSD_REG( 3, D3DVSDT_FLOAT3 ), // Normal
|
||||
D3DVSD_REG( 6, D3DVSDT_FLOAT2 ), // Tex coords
|
||||
D3DVSD_END()
|
||||
};
|
||||
|
||||
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("SeaFloor.vsh"),
|
||||
dwSeaFloorVertexDecl,
|
||||
&m_dwSeaFloorVertexShader ) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
|
||||
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("SeaFloor2.vsh"),
|
||||
dwSeaFloorVertexDecl,
|
||||
&m_dwSeaFloorVertexShader2 ) ) )
|
||||
{
|
||||
return hr;
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InvalidateDeviceObjects()
|
||||
// Desc: Called when the device-dependent objects are about to be lost.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
||||
{
|
||||
m_pFont->InvalidateDeviceObjects();
|
||||
|
||||
// Clean up vertex shaders
|
||||
if( m_dwDolphinVertexShader != 0 )
|
||||
{
|
||||
m_pd3dDevice->DeleteVertexShader( m_dwDolphinVertexShader );
|
||||
m_dwDolphinVertexShader = 0;
|
||||
}
|
||||
|
||||
if( m_dwDolphinVertexShader2 != 0 )
|
||||
{
|
||||
m_pd3dDevice->DeleteVertexShader( m_dwDolphinVertexShader2 );
|
||||
m_dwDolphinVertexShader2 = 0;
|
||||
}
|
||||
|
||||
if( m_dwSeaFloorVertexShader != 0 )
|
||||
{
|
||||
m_pd3dDevice->DeleteVertexShader( m_dwSeaFloorVertexShader );
|
||||
m_dwSeaFloorVertexShader = 0;
|
||||
}
|
||||
|
||||
if( m_dwSeaFloorVertexShader2 != 0 )
|
||||
{
|
||||
m_pd3dDevice->DeleteVertexShader( m_dwSeaFloorVertexShader2 );
|
||||
m_dwSeaFloorVertexShader2 = 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();
|
||||
|
||||
// Clean up dolphin objects
|
||||
SAFE_RELEASE( m_pDolphinTexture );
|
||||
SAFE_RELEASE( m_pDolphinVB1 );
|
||||
SAFE_RELEASE( m_pDolphinVB2 );
|
||||
SAFE_RELEASE( m_pDolphinVB3 );
|
||||
SAFE_RELEASE( m_pDolphinIB );
|
||||
|
||||
// Clean up seafoor objects
|
||||
SAFE_RELEASE( m_pSeaFloorTexture );
|
||||
SAFE_RELEASE( m_pSeaFloorVB );
|
||||
SAFE_RELEASE( m_pSeaFloorIB );
|
||||
|
||||
// Clean up textures for water caustics
|
||||
for( DWORD i=0; i<32; i++ )
|
||||
SAFE_RELEASE( m_pCausticTextures[i] );
|
||||
|
||||
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 initialization, this code checks the device
|
||||
// for some minimum set of capabilities
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
|
||||
D3DFORMAT Format )
|
||||
{
|
||||
if( ( dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
( dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
||||
{
|
||||
if( pCaps->VertexShaderVersion < D3DVS_VERSION(1,0) )
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
167
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/DolphinVS.dsp
Normal file
167
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/DolphinVS.dsp
Normal file
@@ -0,0 +1,167 @@
|
||||
# Microsoft Developer Studio Project File - Name="DolphinVS" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=DolphinVS - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "dolphinVS.mak".
|
||||
!MESSAGE
|
||||
!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 "dolphinVS.mak" CFG="DolphinVS - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "DolphinVS - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "DolphinVS - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "DolphinVS - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 dxguid.lib d3dx8.lib d3d8.lib d3dxof.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "DolphinVS - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 dxguid.lib d3dx8dt.lib d3d8.lib winmm.lib d3dxof.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
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "DolphinVS - Win32 Release"
|
||||
# Name "DolphinVS - 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=.\DolphinTween.vsh
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\DolphinVS.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\media\SeaFloor.vsh
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "DolphinVS"=.\DolphinVS.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
251
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/DolphinVS.mak
Normal file
251
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/DolphinVS.mak
Normal file
@@ -0,0 +1,251 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on DolphinVS.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=DolphinVS - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to DolphinVS - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "DolphinVS - Win32 Release" && "$(CFG)" != "DolphinVS - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(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 "DolphinVS.mak" CFG="DolphinVS - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "DolphinVS - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "DolphinVS - 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)" == "DolphinVS - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\DolphinVS.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\DolphinVS.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\DolphinVS.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"$(INTDIR)\DolphinVS.pch" /YX /Fo"$(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"$(OUTDIR)\DolphinVS.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dxguid.lib d3dx8.lib d3d8.lib d3dxof.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\DolphinVS.pdb" /machine:I386 /out:"$(OUTDIR)\DolphinVS.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\DolphinVS.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\DolphinVS.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "DolphinVS - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\DolphinVS.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\DolphinVS.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\DolphinVS.exe"
|
||||
-@erase "$(OUTDIR)\DolphinVS.ilk"
|
||||
-@erase "$(OUTDIR)\DolphinVS.pdb"
|
||||
|
||||
"$(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)\DolphinVS.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"$(OUTDIR)\DolphinVS.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dxguid.lib d3dx8dt.lib d3d8.lib winmm.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\DolphinVS.pdb" /debug /machine:I386 /out:"$(OUTDIR)\DolphinVS.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\DolphinVS.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\DolphinVS.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("DolphinVS.dep")
|
||||
!INCLUDE "DolphinVS.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "DolphinVS.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "DolphinVS - Win32 Release" || "$(CFG)" == "DolphinVS - 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) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\DolphinVS.cpp
|
||||
|
||||
"$(INTDIR)\DolphinVS.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
BIN
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/directx.ico
Normal file
BIN
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/directx.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,56 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: DolphinVS Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The DolphinVS sample shows an underwater scene of a dolphin swimming, with
|
||||
caustic effects on the dolphin and seafloor. The dolphin is animated using
|
||||
a technique called "tweening". The underwater effect simply uses fog, and
|
||||
the water caustics use an animated set of textures. These effects are
|
||||
achieved using vertex shaders
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\DolphinVS
|
||||
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
|
||||
=================
|
||||
Several things are happening in this sample. First of all is the use of
|
||||
vertex shaders. Two vertex shaders are used: one for the dolphin, and one
|
||||
for the seafloor. The vertex shaders are assembly instructions which are
|
||||
assembled from two files, DolphinTween.vsh and SeaFloor.vsh.
|
||||
|
||||
The dolphin is tweened (a form of morphing) by passing three versions of
|
||||
the dolphin down in multiple vertex streams. The vertex shader takes the
|
||||
weighted positions of each mesh and produces and output position. The vertex
|
||||
is then lit, gets tex coords computed and gets fog added.
|
||||
|
||||
The seafloor is handled similiarly, just with no need for tweening. The
|
||||
caustic effects are added in a separate alpha-blended pass, using an
|
||||
animated set of 32 textures. The texture coordinates for the caustics are
|
||||
generated in the vertex shaders, stored as TEXCOORDINDEX stage 1.
|
||||
|
||||
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
|
||||
179
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/winmain.rc
Normal file
179
Library/dxx8/samples/Multimedia/Direct3D/DolphinVS/winmain.rc
Normal file
@@ -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