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>
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//-----------------------------------------------------------------------------
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// Name: DolphinVS Direct3D Sample
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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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Description
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===========
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The DolphinVS sample shows an underwater scene of a dolphin swimming, with
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caustic effects on the dolphin and seafloor. The dolphin is animated using
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a technique called "tweening". The underwater effect simply uses fog, and
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the water caustics use an animated set of textures. These effects are
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achieved using vertex shaders
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\DolphinVS
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Executable: DXSDK\Samples\Multimedia\D3D\Bin
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User's Guide
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============
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The following keys are implemented. The dropdown menus can be used for the
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same controls.
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<Enter> Starts and stops the scene
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<Space> Advances the scene by a small increment
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<F1> Shows help or available commands.
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<F2> Prompts user to select a new rendering device or display mode
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<Alt+Enter> Toggles between fullscreen and windowed modes
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<Esc> Exits the app.
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Programming Notes
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=================
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Several things are happening in this sample. First of all is the use of
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vertex shaders. Two vertex shaders are used: one for the dolphin, and one
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for the seafloor. The vertex shaders are assembly instructions which are
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assembled from two files, DolphinTween.vsh and SeaFloor.vsh.
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The dolphin is tweened (a form of morphing) by passing three versions of
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the dolphin down in multiple vertex streams. The vertex shader takes the
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weighted positions of each mesh and produces and output position. The vertex
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is then lit, gets tex coords computed and gets fog added.
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The seafloor is handled similiarly, just with no need for tweening. The
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caustic effects are added in a separate alpha-blended pass, using an
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animated set of 32 textures. The texture coordinates for the caustics are
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generated in the vertex shaders, stored as TEXCOORDINDEX stage 1.
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This sample makes use of common DirectX code (consisting of helper functions,
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etc.) that is shared with other samples on the DirectX SDK. All common
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headers and source code can be found in the following directory:
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DXSDK\Samples\Multimedia\Common
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