Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
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//-----------------------------------------------------------------------------
// File: FishEye.cpp
//
// Desc: Example code showing how to do a fisheye lens effect with cubemapping.
// The scene is rendering into a cubemap each frame, and then a
// funky-shaped object is rendered using the cubemap and an environment
// map.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name: struct ENVMAPPEDVERTEX
// Desc: D3D vertex type for environment-mapped objects
//-----------------------------------------------------------------------------
struct ENVMAPPEDVERTEX
{
D3DXVECTOR3 p; // Position
D3DXVECTOR3 n; // Normal
};
#define D3DFVF_ENVMAPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
//-----------------------------------------------------------------------------
// 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
{
// Font for drawing text
CD3DFont* m_pFont;
CD3DMesh* m_pSkyBoxObject;
LPDIRECT3DCUBETEXTURE8 m_pCubeMap;
LPDIRECT3DVERTEXBUFFER8 m_pFishEyeLensVB;
LPDIRECT3DINDEXBUFFER8 m_pFishEyeLensIB;
DWORD m_dwNumFishEyeLensVertices;
DWORD m_dwNumFishEyeLensFaces;
HRESULT RenderScene();
HRESULT RenderSceneIntoCubeMap();
HRESULT GenerateFishEyeLens( DWORD, DWORD, FLOAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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("FishEye: Environment mapping");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pSkyBoxObject = new CD3DMesh();
m_pCubeMap = NULL;
m_pFishEyeLensVB = NULL;
m_pFishEyeLensIB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// When the window has focus, let the mouse adjust the scene
if( GetFocus() )
{
D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
D3DXMATRIX matTrackBall;
D3DXMatrixRotationQuaternion( &matTrackBall, &quat );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matTrackBall );
// Render the scene into the surfaces of the cubemap
if( FAILED( RenderSceneIntoCubeMap() ) )
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderScene()
// Desc: Renders all visual elements in the scene. This is called by the main
// Render() function, and also by the RenderIntoCubeMap() function.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderScene()
{
// Render the skybox
{
// Save current state
D3DXMATRIX matViewSave, matProjSave;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
// Disable zbuffer, center view matrix, and set FOV to 90 degrees
D3DXMATRIX matView = matViewSave;
D3DXMATRIX matProj = matViewSave;
matView._41 = matView._42 = matView._43 = 0.0f;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 10000.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
// Render the skybox
m_pSkyBoxObject->Render( m_pd3dDevice );
// Restore the render states
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
}
// Render any other elements of the scene here. In this sample, only a
// skybox is render, but a much more interesting scene could be rendered
// instead.
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderSceneIntoCubeMap()
// Desc: Renders the scene to each of the 6 faces of the cube map
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderSceneIntoCubeMap()
{
// Save transformation matrices of the device
D3DXMATRIX matProjSave, matViewSave;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
// Set the projection matrix for a field of view of 90 degrees
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Get the current view matrix, to concat it with the cubemap view vectors
D3DXMATRIX matViewDir;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewDir );
matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
// Store the current backbuffer and zbuffer
LPDIRECT3DSURFACE8 pBackBuffer, pZBuffer;
m_pd3dDevice->GetRenderTarget( &pBackBuffer );
m_pd3dDevice->GetDepthStencilSurface( &pZBuffer );
// Render to the six faces of the cube map
for( DWORD i=0; i<6; i++ )
{
// Set the view transform for this cubemap surface
D3DXMATRIX matView;
matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES)i );
D3DXMatrixMultiply( &matView, &matViewDir, &matView );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Set the rendertarget to the i'th cubemap surface
LPDIRECT3DSURFACE8 pCubeMapFace;
m_pCubeMap->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );
m_pd3dDevice->SetRenderTarget( pCubeMapFace, NULL );
pCubeMapFace->Release();
// Render the scene
m_pd3dDevice->BeginScene();
RenderScene();
m_pd3dDevice->EndScene();
}
// Change the rendertarget back to the main backbuffer
m_pd3dDevice->SetRenderTarget( pBackBuffer, pZBuffer );
pBackBuffer->Release();
pZBuffer->Release();
// Restore the original transformation matrices
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
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()
{
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return S_OK;
// Set the states we want: identity matrix, no z-buffer, and cubemap texture
// coordinate generation
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 );
// Render the fisheye lens object with the environment-mapped body.
m_pd3dDevice->SetTexture( 0, m_pCubeMap );
m_pd3dDevice->SetVertexShader( D3DFVF_ENVMAPVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pFishEyeLensVB, sizeof(ENVMAPPEDVERTEX) );
m_pd3dDevice->SetIndices( m_pFishEyeLensIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_dwNumFishEyeLensVertices,
0, m_dwNumFishEyeLensFaces );
// Restore the render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// 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 );
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr;
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load the file objects
if( FAILED( hr = m_pSkyBoxObject->Create( m_pd3dDevice, _T("Lobby_skybox.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Create the fisheye lens
if( FAILED( hr = GenerateFishEyeLens( 20, 20, 1.0f ) ) )
return hr;
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();
// Restore device objects for the skybox
m_pSkyBoxObject->RestoreDeviceObjects( m_pd3dDevice );
// Create the cubemap
if( FAILED( hr = m_pd3dDevice->CreateCubeTexture( 256, 1, D3DUSAGE_RENDERTARGET,
m_d3dsdBackBuffer.Format,
D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
return hr;
// Set default render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_NONE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
// Set the transforms
D3DXVECTOR3 m_vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-5.0f );
D3DXVECTOR3 m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
D3DXMatrixOrthoLH( &matProj, 2.0f, 2.0f, 0.5f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pSkyBoxObject->InvalidateDeviceObjects();
SAFE_RELEASE( m_pCubeMap );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pSkyBoxObject->Destroy();
SAFE_RELEASE( m_pFishEyeLensVB );
SAFE_RELEASE( m_pFishEyeLensIB );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
SAFE_DELETE( m_pSkyBoxObject );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( dwBehavior & D3DCREATE_PUREDEVICE )
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
// Check for cubemapping devices
if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) )
return E_FAIL;
// Check that we can create a cube texture that we can render into
if( FAILED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
pCaps->DeviceType, Format, D3DUSAGE_RENDERTARGET,
D3DRTYPE_CUBETEXTURE, Format ) ) )
{
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GenerateFishEyeLens()
// Desc: Makes vertex and index data for a fish eye lens
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::GenerateFishEyeLens( DWORD dwNumRings, DWORD dwNumSections,
FLOAT fScale )
{
ENVMAPPEDVERTEX* pVertices;
WORD* pIndices;
DWORD dwNumTriangles = (dwNumRings+1) * dwNumSections * 2;
DWORD dwNumVertices = (dwNumRings+1) * dwNumSections + 2;
DWORD i, j, m;
// Generate space for the required triangles and vertices.
if( FAILED( m_pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(ENVMAPPEDVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_ENVMAPVERTEX,
D3DPOOL_MANAGED, &m_pFishEyeLensVB ) ) )
return E_FAIL;
if( FAILED( m_pd3dDevice->CreateIndexBuffer( dwNumTriangles*3*sizeof(WORD),
D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_MANAGED, &m_pFishEyeLensIB ) ) )
return E_FAIL;
m_pFishEyeLensVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
m_pFishEyeLensIB->Lock( 0, 0, (BYTE**)&pIndices, 0 );
// Generate vertices at the end points.
pVertices->p = D3DXVECTOR3( 0.0f, 0.0f, fScale );
pVertices->n = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
pVertices++;
// Generate vertex points for rings
FLOAT r = 0.0f;
for( i = 0; i < (dwNumRings+1); i++ )
{
FLOAT phi = 0.0f;
for( j = 0; j < dwNumSections; j++ )
{
FLOAT x = r * sinf(phi);
FLOAT y = r * cosf(phi);
FLOAT z = 0.5f - 0.5f * ( x*x + y*y );
FLOAT nx = -x;
FLOAT ny = -y;
FLOAT nz = 1.0f;
pVertices->p = D3DXVECTOR3( x, y, z );
pVertices->n = D3DXVECTOR3( nx, ny, nz );
pVertices++;
phi += (FLOAT)(2*D3DX_PI / dwNumSections);
}
r += 1.5f/dwNumRings;
}
// Generate triangles for the centerpiece
for( i = 0; i < 2*dwNumSections; i++ )
{
*pIndices++ = (WORD)(0);
*pIndices++ = (WORD)(i + 1);
*pIndices++ = (WORD)(1 + ((i + 1) % dwNumSections));
}
// Generate triangles for the rings
m = 1; // 1st vertex begins at 1 to skip top point
for( i = 0; i < dwNumRings; i++ )
{
for( j = 0; j < dwNumSections; j++ )
{
*pIndices++ = (WORD)(m + j);
*pIndices++ = (WORD)(m + dwNumSections + j);
*pIndices++ = (WORD)(m + dwNumSections + ((j + 1) % dwNumSections));
*pIndices++ = (WORD)(m + j);
*pIndices++ = (WORD)(m + dwNumSections + ((j + 1) % dwNumSections));
*pIndices++ = (WORD)(m + ((j + 1) % dwNumSections));
}
m += dwNumSections;
}
m_pFishEyeLensVB->Unlock();
m_pFishEyeLensIB->Unlock();
m_dwNumFishEyeLensVertices = dwNumVertices;
m_dwNumFishEyeLensFaces = dwNumTriangles;
return S_OK;
}

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Project: "FishEye"=.\fisheye.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

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# Microsoft Developer Studio Generated NMAKE File, Based on fisheye.dsp
!IF "$(CFG)" == ""
CFG=FishEye - Win32 Debug
!MESSAGE No configuration specified. Defaulting to FishEye - Win32 Debug.
!ENDIF
!IF "$(CFG)" != "FishEye - Win32 Release" && "$(CFG)" != "FishEye - Win32 Debug"
!MESSAGE Invalid configuration "$(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 "fisheye.mak" CFG="FishEye - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "FishEye - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "FishEye - 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)" == "FishEye - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\fisheye.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\fisheye.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\fisheye.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"$(INTDIR)\fisheye.pch" /YX /Fo"$(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"$(OUTDIR)\fisheye.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8.lib d3d8.lib ddraw.lib dxguid.lib winmm.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\fisheye.pdb" /machine:I386 /out:"$(OUTDIR)\fisheye.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\fisheye.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\fisheye.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "FishEye - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\fisheye.exe"
CLEAN :
-@erase "$(INTDIR)\d3dapp.obj"
-@erase "$(INTDIR)\d3dfile.obj"
-@erase "$(INTDIR)\d3dfont.obj"
-@erase "$(INTDIR)\d3dutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\fisheye.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\vc60.pdb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\fisheye.exe"
-@erase "$(OUTDIR)\fisheye.ilk"
-@erase "$(OUTDIR)\fisheye.pdb"
"$(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)\fisheye.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"$(OUTDIR)\fisheye.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8dt.lib d3d8.lib ddraw.lib dxguid.lib winmm.lib d3dxof.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\fisheye.pdb" /debug /machine:I386 /out:"$(OUTDIR)\fisheye.exe" /pdbtype:sept /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\d3dapp.obj" \
"$(INTDIR)\d3dfile.obj" \
"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\fisheye.obj" \
"$(INTDIR)\winmain.res"
"$(OUTDIR)\fisheye.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("fisheye.dep")
!INCLUDE "fisheye.dep"
!ELSE
!MESSAGE Warning: cannot find "fisheye.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "FishEye - Win32 Release" || "$(CFG)" == "FishEye - 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) $(SOURCE)
SOURCE=.\fisheye.cpp
"$(INTDIR)\fisheye.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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//-----------------------------------------------------------------------------
// Name: FishEye Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The FishEye sample shows a fish eye lens effect that can be achieved using
cubemaps.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\EnvMapping\FishEye
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
=================
The scene is actually rendered into the surfaces of a cubemap (rather than
the back buffer). Then, the cubemap is used as an environment-map (see the
CubeMap sample for more information about cube-mapping) to reflect the
scene in some distorted geometry...in this case, some geometry approximating
a fish eye lens.
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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//{{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_CUBEMAPPING 40010
#define IDM_SPHEREMAPPING 40011
#define IDM_PARABOLICMAPPING 40012
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 144
#define _APS_NEXT_COMMAND_VALUE 40013
#define _APS_NEXT_CONTROL_VALUE 1015
#define _APS_NEXT_SYMED_VALUE 102
#endif
#endif

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//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