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: EnhancedMesh.cpp
//
// Desc: Sample showing enhanced meshes in D3D
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <commdlg.h>
#include <tchar.h>
#include <stdio.h>
#include <d3dx8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// 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
{
TCHAR m_strMeshFilename[512];
TCHAR m_strInitialDir[512];
LPD3DXMESH m_pMeshSysMem; // system memory version of mesh, lives through resize's
LPD3DXMESH m_pMeshEnhanced; // vid mem version of mesh that is enhanced
UINT m_dwNumSegs; // number of segments per edge (tesselation level)
D3DXMATERIAL* m_pMaterials; // pointer to material info in m_pbufMaterials
LPDIRECT3DTEXTURE8* m_ppTextures; // array of textures, entries are NULL if no texture specified
DWORD m_dwNumMaterials; // number of materials
CD3DFont* m_pFont;
CD3DArcBall m_ArcBall; // mouse rotation utility
D3DXVECTOR3 m_vObjectCenter; // Center of bounding sphere of object
FLOAT m_fObjectRadius; // Radius of bounding sphere of object
LPD3DXBUFFER m_pbufMaterials; // contains both the materials data and the filename strings
LPD3DXBUFFER m_pbufAdjacency; // Contains the adjacency info loaded with the mesh
BOOL m_bUseHWNPatches;
HRESULT GenerateEnhancedMesh(UINT cNewNumSegs);
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT ConfirmDevice (D3DCAPS8* pCaps, DWORD dwBehaviorFlags, D3DFORMAT fmt);
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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("Enhanced Mesh - N-Patches");
m_bUseDepthBuffer = TRUE;
m_bShowCursorWhenFullscreen = TRUE;
m_pMeshSysMem = NULL;
m_pMeshEnhanced = NULL;
m_pMaterials = NULL;
m_ppTextures = NULL;
m_dwNumMaterials = NULL;
m_pbufMaterials = NULL;
m_pbufAdjacency = NULL;
m_dwNumSegs = 2;
m_bUseHWNPatches = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
_tcscpy( m_strInitialDir, DXUtil_GetDXSDKMediaPath() );
_tcscpy( m_strMeshFilename, _T("tiger.x") );
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Set cursor to indicate that user can move the object with the mouse
#ifdef _WIN64
SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
#else
SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
#endif
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Setup world matrix
D3DXMATRIX matWorld;
D3DXMatrixTranslation( &matWorld, -m_vObjectCenter.x,
-m_vObjectCenter.y,
-m_vObjectCenter.z );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0, 0, -2*m_fObjectRadius ),
&D3DXVECTOR3( 0, 0, 0 ),
&D3DXVECTOR3( 0, 1, 0 ) );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
if (m_bUseHWNPatches)
{
float fNumSegs;
fNumSegs = (float)m_dwNumSegs;
m_pd3dDevice->SetRenderState(D3DRS_PATCHSEGMENTS, *((DWORD*)&fNumSegs));
}
// set and draw each of the materials in the mesh
for( UINT i = 0; i < m_dwNumMaterials; i++ )
{
m_pd3dDevice->SetMaterial( &m_pMaterials[i].MatD3D );
m_pd3dDevice->SetTexture( 0, m_ppTextures[i] );
m_pMeshEnhanced->DrawSubset( i );
}
if (m_bUseHWNPatches)
{
m_pd3dDevice->SetRenderState(D3DRS_PATCHSEGMENTS, 0);
}
// Output stats
{
// 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 );
TCHAR buffer1[80], buffer2[80];
_stprintf( buffer1, "NumSegs:" );
_stprintf( buffer2, "%d ", m_dwNumSegs );
m_pFont->DrawText( 2, 40, 0xffffff00, buffer1 );
m_pFont->DrawText( 150, 40, 0xffffffff, buffer2 );
_stprintf( buffer1, "NumFaces:" );
_stprintf( buffer2, "%d ", (m_pMeshEnhanced == NULL) ? 0 : m_pMeshEnhanced->GetNumFaces() );
m_pFont->DrawText( 2, 60, 0xffffff00, buffer1 );
m_pFont->DrawText( 150, 60, 0xffffffff, buffer2 );
_stprintf( buffer1, "NumVertices:" );
_stprintf( buffer2, "%d ", (m_pMeshEnhanced == NULL) ? 0 : m_pMeshEnhanced->GetNumVertices() );
m_pFont->DrawText( 2, 80, 0xffffff00, buffer1 );
m_pFont->DrawText( 150, 80, 0xffffffff, buffer2 );
}
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: This creates all device-dependent managed objects, such as managed
// textures and managed vertex buffers.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
LPDIRECT3DVERTEXBUFFER8 pVB = NULL;
BYTE* pVertices = NULL;
LPD3DXMESH pTempMesh;
TCHAR strMeshPath[512];
HRESULT hr;
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load the mesh from the specified file
DXUtil_FindMediaFile( strMeshPath, m_strMeshFilename );
hr = D3DXLoadMeshFromX( strMeshPath, D3DXMESH_SYSTEMMEM, m_pd3dDevice,
&m_pbufAdjacency, &m_pbufMaterials, &m_dwNumMaterials,
&m_pMeshSysMem );
if( FAILED(hr) )
// hide error so that we can display a blue screen
return S_OK;
// Lock the vertex buffer, to generate a simple bounding sphere
hr = m_pMeshSysMem->GetVertexBuffer( &pVB );
if( FAILED(hr) )
return hr;
hr = pVB->Lock( 0, 0, &pVertices, 0 );
if( FAILED(hr) )
{
SAFE_RELEASE( pVB );
return hr;
}
hr = D3DXComputeBoundingSphere( pVertices, m_pMeshSysMem->GetNumVertices(),
m_pMeshSysMem->GetFVF(), &m_vObjectCenter,
&m_fObjectRadius );
if( FAILED(hr) )
{
pVB->Unlock();
SAFE_RELEASE( pVB );
return hr;
}
if( 0 == m_dwNumMaterials )
{
pVB->Unlock();
SAFE_RELEASE( pVB );
return E_INVALIDARG;
}
// Get the array of materials out of the returned buffer, allocate a
// texture array, and load the textures
m_pMaterials = (D3DXMATERIAL*)m_pbufMaterials->GetBufferPointer();
m_ppTextures = new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
for( UINT i=0; i<m_dwNumMaterials; i++ )
{
TCHAR strTexturePath[512] = _T("");
DXUtil_FindMediaFile( strTexturePath, m_pMaterials[i].pTextureFilename );
if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, strTexturePath,
&m_ppTextures[i] ) ) )
m_ppTextures[i] = NULL;
}
pVB->Unlock();
SAFE_RELEASE( pVB );
// Make sure there are normals, which are required for the tesselation
// enhancement
if( !(m_pMeshSysMem->GetFVF() & D3DFVF_NORMAL) )
{
hr = m_pMeshSysMem->CloneMeshFVF( m_pMeshSysMem->GetOptions(),
m_pMeshSysMem->GetFVF() | D3DFVF_NORMAL,
m_pd3dDevice, &pTempMesh );
if( FAILED(hr) )
return hr;
D3DXComputeNormals( pTempMesh, NULL );
SAFE_RELEASE( m_pMeshSysMem );
m_pMeshSysMem = pTempMesh;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GenerateEnhancedMesh()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::GenerateEnhancedMesh( UINT dwNewNumSegs )
{
LPD3DXMESH pMeshEnhancedSysMem = NULL;
LPD3DXMESH pMeshTemp;
HRESULT hr;
if (m_pMeshSysMem == NULL)
return S_OK;
// if using hw, just copy the mesh
if (m_bUseHWNPatches)
{
hr = m_pMeshSysMem->CloneMeshFVF( D3DXMESH_WRITEONLY | D3DXMESH_NPATCHES |
(m_pMeshSysMem->GetOptions() & D3DXMESH_32BIT),
m_pMeshSysMem->GetFVF(), m_pd3dDevice, &pMeshTemp );
if( FAILED(hr) )
return hr;
}
else // tesselate the mesh in sw
{
// Create an enhanced version of the mesh, will be in sysmem since source is
hr = D3DXTessellateNPatches( m_pMeshSysMem, (DWORD*)m_pbufAdjacency->GetBufferPointer(),
(float)dwNewNumSegs, FALSE, &pMeshEnhancedSysMem, NULL );
if( FAILED(hr) )
{
// If the tessellate failed, there might have been more triangles or vertices
// than can fit into a 16bit mesh, so try cloning to 32bit before tessellation
hr = m_pMeshSysMem->CloneMeshFVF( D3DXMESH_SYSTEMMEM | D3DXMESH_32BIT,
m_pMeshSysMem->GetFVF(), m_pd3dDevice, &pMeshTemp );
if (FAILED(hr))
return hr;
hr = D3DXTessellateNPatches( pMeshTemp, (DWORD*)m_pbufAdjacency->GetBufferPointer(),
(float)dwNewNumSegs, FALSE, &pMeshEnhancedSysMem, NULL );
if( FAILED(hr) )
{
pMeshTemp->Release();
return hr;
}
pMeshTemp->Release();
}
// Make a vid mem version of the mesh
// Only set WRITEONLY if it doesn't use 32bit indices, because those
// often need to be emulated, which means that D3DX needs read-access.
DWORD dwMeshEnhancedFlags = pMeshEnhancedSysMem->GetOptions() & D3DXMESH_32BIT;
if( (dwMeshEnhancedFlags & D3DXMESH_32BIT) == 0)
dwMeshEnhancedFlags |= D3DXMESH_WRITEONLY;
hr = pMeshEnhancedSysMem->CloneMeshFVF( dwMeshEnhancedFlags, m_pMeshSysMem->GetFVF(),
m_pd3dDevice, &pMeshTemp );
if( FAILED(hr) )
{
SAFE_RELEASE( pMeshEnhancedSysMem );
return hr;
}
// Latch in the enhanced mesh
SAFE_RELEASE( pMeshEnhancedSysMem );
}
SAFE_RELEASE( m_pMeshEnhanced );
m_pMeshEnhanced = pMeshTemp;
m_dwNumSegs = dwNewNumSegs;
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_bUseHWNPatches = (m_d3dCaps.DevCaps & D3DDEVCAPS_NPATCHES);
hr = GenerateEnhancedMesh( m_dwNumSegs );
if( FAILED(hr) )
return hr;
// Setup render state
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x33333333 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
// Setup the light
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f,-1.0f, 1.0f );
m_pd3dDevice->SetLight(0, &light );
m_pd3dDevice->LightEnable(0, TRUE );
// Setup the arcball parameters
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 0.85f );
m_ArcBall.SetRadius( 1.0f );
// Setup the projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect,
m_fObjectRadius/64.0f, m_fObjectRadius*200.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Restore the font
m_pFont->RestoreDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
SAFE_RELEASE( m_pMeshEnhanced );
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();
for( UINT i = 0; i < m_dwNumMaterials; i++ )
SAFE_RELEASE( m_ppTextures[i] );
SAFE_DELETE_ARRAY( m_ppTextures );
SAFE_RELEASE( m_pMeshSysMem );
SAFE_RELEASE( m_pbufMaterials );
m_dwNumMaterials = 0L;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
// Pass mouse messages to the ArcBall so it can build internal matrices
m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
// Trap context menu
if( WM_CONTEXTMENU == uMsg )
return 0;
// Handle key presses
if( WM_KEYDOWN == uMsg )
{
if( VK_UP == (int)wParam )
GenerateEnhancedMesh( m_dwNumSegs + 1 );
if( VK_DOWN == (int)wParam )
GenerateEnhancedMesh( max( 1, m_dwNumSegs - 1 ) );
if( 'W' == (int)wParam )
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
if( 'S' == (int)wParam )
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
else if( uMsg == WM_COMMAND )
{
// Handle the open file command
if( LOWORD(wParam) == IDM_OPENFILE )
{
TCHAR g_strFilename[512] = _T("");
// Display the OpenFileName dialog. Then, try to load the specified file
OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
_T(".X Files (.x)\0*.x\0\0"),
NULL, 0, 1, m_strMeshFilename, 512, g_strFilename, 512,
m_strInitialDir, _T("Open Mesh File"),
OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };
if( TRUE == GetOpenFileName( &ofn ) )
{
_tcscpy( m_strInitialDir, m_strMeshFilename );
TCHAR* pLastSlash = _tcsrchr( m_strInitialDir, _T('\\') );
if( pLastSlash )
*pLastSlash = 0;
SetCurrentDirectory( m_strInitialDir );
// Destroy and recreate everything
InvalidateDeviceObjects();
DeleteDeviceObjects();
InitDeviceObjects();
RestoreDeviceObjects();
}
}
}
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// 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 fmt)
{
// On a non-pure device, if it can do rt-Patches,
// it can do n-Patches as well.
if ((dwBehavior & D3DCREATE_PUREDEVICE) &&
((pCaps->DevCaps & D3DDEVCAPS_NPATCHES) == 0) &&
(pCaps->DevCaps & D3DDEVCAPS_RTPATCHES))
return E_FAIL;
return S_OK;
}

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Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "EnhancedMesh"=.\EnhancedMesh.dsp - Package Owner=<4>
Package=<5>
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# Microsoft Developer Studio Generated NMAKE File, Based on EnhancedMesh.dsp
!IF "$(CFG)" == ""
CFG=EnhancedMesh - Win32 Debug
!MESSAGE No configuration specified. Defaulting to EnhancedMesh - Win32 Debug.
!ENDIF
!IF "$(CFG)" != "EnhancedMesh - Win32 Release" && "$(CFG)" != "EnhancedMesh - Win32 Debug"
!MESSAGE Invalid configuration "$(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 "EnhancedMesh.mak" CFG="EnhancedMesh - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "EnhancedMesh - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "EnhancedMesh - 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)" == "EnhancedMesh - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\EnhancedMesh.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\EnhancedMesh.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\EnhancedMesh.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"$(INTDIR)\EnhancedMesh.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
.c{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
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$(CPP_PROJ) $<
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$(CPP) @<<
$(CPP_PROJ) $<
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MTL=midl.exe
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RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\winmain.res" /d "NDEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\EnhancedMesh.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dxguid.lib d3dx8.lib d3d8.lib d3dxof.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\EnhancedMesh.pdb" /machine:I386 /out:"$(OUTDIR)\EnhancedMesh.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\EnhancedMesh.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\EnhancedMesh.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "EnhancedMesh - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\EnhancedMesh.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
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-@erase "$(INTDIR)\EnhancedMesh.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\vc60.pdb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\EnhancedMesh.exe"
-@erase "$(OUTDIR)\EnhancedMesh.ilk"
-@erase "$(OUTDIR)\EnhancedMesh.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"$(INTDIR)\EnhancedMesh.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
.c{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
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.cpp{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cxx{$(INTDIR)}.obj::
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$(CPP) @<<
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.cpp{$(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"$(OUTDIR)\EnhancedMesh.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dxguid.lib d3dx8dt.lib d3d8.lib d3dxof.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\EnhancedMesh.pdb" /debug /machine:I386 /out:"$(OUTDIR)\EnhancedMesh.exe" /pdbtype:sept /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\EnhancedMesh.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\EnhancedMesh.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("EnhancedMesh.dep")
!INCLUDE "EnhancedMesh.dep"
!ELSE
!MESSAGE Warning: cannot find "EnhancedMesh.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "EnhancedMesh - Win32 Release" || "$(CFG)" == "EnhancedMesh - Win32 Debug"
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) $(SOURCE)
SOURCE=.\winmain.rc
"$(INTDIR)\winmain.res" : $(SOURCE) "$(INTDIR)"
$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=.\EnhancedMesh.cpp
"$(INTDIR)\EnhancedMesh.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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//-----------------------------------------------------------------------------
// Name: Enhanced Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The EnhancedMesh sample shows how to use D3DX to load and enhance a mesh.
The mesh is enhanced by increasing the vertex count.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\EnhancedMesh
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
=================
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 +1,36 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by winmain.rc
//
#define IDI_MAIN_ICON 101
#define IDR_MAIN_ACCEL 113
#define IDR_MENU 141
#define IDR_POPUP 142
#define IDD_SELECTDEVICE 144
#define IDC_DEVICE_COMBO 1000
#define IDC_MODE_COMBO 1001
#define IDC_ADAPTER_COMBO 1002
#define IDC_FULLSCREENMODES_COMBO 1003
#define IDC_MULTISAMPLE_COMBO 1005
#define IDC_WINDOWED_CHECKBOX 1012
#define IDC_FULLSCREEN_TEXT 1014
#define IDC_WINDOW 1016
#define IDC_FULLSCREEN 1018
#define IDM_CHANGEDEVICE 40002
#define IDM_TOGGLEFULLSCREEN 40003
#define IDM_TOGGLESTART 40004
#define IDM_SINGLESTEP 40005
#define IDM_EXIT 40006
#define IDM_OPENFILE 40011
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
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//Microsoft Developer Studio generated resource script.
//
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#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
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#define IDC_STATIC -1
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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#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.
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#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
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2 TEXTINCLUDE DISCARDABLE
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"\r\n"
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3 TEXTINCLUDE DISCARDABLE
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"\r\n"
"\0"
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/////////////////////////////////////////////////////////////////////////////
//
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"O", IDM_OPENFILE, VIRTKEY, CONTROL, NOINVERT
VK_ESCAPE, IDM_EXIT, VIRTKEY, NOINVERT
VK_F2, IDM_CHANGEDEVICE, VIRTKEY, NOINVERT
VK_RETURN, IDM_TOGGLESTART, VIRTKEY, NOINVERT
VK_RETURN, IDM_TOGGLEFULLSCREEN, VIRTKEY, ALT, NOINVERT
VK_SPACE, IDM_SINGLESTEP, VIRTKEY, NOINVERT
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
END
/////////////////////////////////////////////////////////////////////////////
//
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GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_SELECTDEVICE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 259
TOPMARGIN, 7
BOTTOMMARGIN, 143
END
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
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FONT 8, "MS Shell Dlg"
BEGIN
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WS_VSCROLL | WS_TABSTOP
GROUPBOX "Rendering mode",IDC_STATIC,5,52,200,45
CONTROL "Use desktop &window",IDC_WINDOW,"Button",
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CONTROL "&Fullscreen mode:",IDC_FULLSCREEN,"Button",
BS_AUTORADIOBUTTON,10,77,75,15
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WS_VSCROLL | WS_GROUP | WS_TABSTOP
GROUPBOX "Multisample",IDC_STATIC,5,101,200,28
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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 "&Open file...\tCtrl+O", IDM_OPENFILE
MENUITEM SEPARATOR
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.
//
/////////////////////////////////////////////////////////////////////////////
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