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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F//-----------------------------------------------------------------------------
// Name: SphereMap Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The SphereMap sample demonstrates an enviroment-mapping technique called
sphere-mapping. Environment-mapping is a technique in which the environment
surrounding a 3D object (such as the lights, etc.) are put into a texture
map, so that the object can have complex lighting effects without expensive
lighting calculations.
Note that not all cards support all features for all the various environment
mapping techniques (such as cubemapping and projected textures). For more
information on environment mapping, cubemapping, and projected textures,
refer to the DirectX SDK documentation.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\EnvMapping\SphereMap
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
<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
=================
Sphere-mapping uses a precomputed (at model time) texture map which contains
the entire environment as reflected by a chrome sphere. The idea is to
consider each vertex, compute it's normal, find where the normal matches up
on the chrome sphere, and then assign that texture coordinate to the vertex.
The math involves computations for each vertex for every frame. This sample
uses a vertex shader to perform these calculations. Basically, the vertex
shader computes a camera-space reflection vector, given the camera position,
vertex position, and vertex normal. Then, it computes the half-angle vector
between the reflection vector, and the view direction. This vector can then
be scaled and offset by 0.5 to index into the spheremap texture.
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
// Next default values for new objects
//
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#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
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#define _APS_NEXT_COMMAND_VALUE 40011
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#define _APS_NEXT_SYMED_VALUE 102
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#endif

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//-----------------------------------------------------------------------------
// File: SphereMap.cpp
//
// Desc: Example code showing how to use sphere-mapping in D3D, using generated
// texture coordinates.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name: g_szEffect
// Desc: String containing effect used to render shiny teapot.
//-----------------------------------------------------------------------------
const char g_szEffect[] =
"texture texSphereMap;\n"
"matrix matWorld;\n"
"matrix matViewProject;\n"
"vector vecPosition;\n"
"technique Sphere\n"
"{\n"
"pass P0\n"
"{\n"
// Vertex state
"VertexShader =\n"
"decl\n"
"{\n"
"float v0[3];\n" // position
"float v1[3];\n" // normal
"}\n"
"asm\n"
"{\n"
"vs.1.0\n"
"def c64, 0.25f, 0.5f, 1.0f, -1.0f\n"
// r0: camera-space position
// r1: camera-space normal
// r2: camera-space vertex-eye vector
// r3: camera-space reflection vector
// r4: texture coordinates
// Transform position and normal into camera-space
"m4x4 r0, v0, c0\n"
"m3x3 r1, v1, c0\n"
// Compute normalized view vector
"add r2, c8, -r0\n"
"dp3 r3, r2, r2\n"
"rsq r3, r3\n"
"mul r2, r2, r3\n"
// Compute camera-space reflection vector
"dp3 r3, r1, r2\n"
"mul r1, r1, r3\n"
"add r1, r1, r1\n"
"add r3, r1, -r2\n"
// Compute sphere-map texture coords
"mad r4.w, -r3.z, c64.y, c64.y\n"
"rsq r4, r4\n"
"mul r4, r3, r4\n"
"mad r4, r4, c64.x, c64.y\n"
// Project position
"m4x4 oPos, r0, c4\n"
"mul oT0.xy, r4.xy, c64.zw\n"
"mov oT0.zw, c64.z\n"
"};\n"
"VertexShaderConstant4[0] = <matWorld>;\n"
"VertexShaderConstant4[4] = <matViewProject>;\n"
"VertexShaderConstant1[8] = <vecPosition>;\n"
// Pixel state
"Texture[0] = <texSphereMap>;\n"
"AddressU[0] = Wrap;\n"
"AddressV[0] = Wrap;\n"
"MinFilter[0] = Linear;\n"
"MagFilter[0] = Linear;\n"
"ColorOp[0] = SelectArg1;\n"
"ColorArg1[0] = Texture;\n"
"}\n"
"}\n";
const UINT g_cchEffect = sizeof(g_szEffect) - 1;
//-----------------------------------------------------------------------------
// 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
{
BOOL m_bCapture;
D3DXMATRIX m_matProject;
D3DXMATRIX m_matView;
D3DXMATRIX m_matWorld;
D3DXMATRIX m_matTrackBall;
CD3DFont* m_pFont;
CD3DMesh* m_pShinyTeapot;
CD3DMesh* m_pSkyBox;
ID3DXEffect* m_pEffect;
IDirect3DTexture8* m_pSphereMap;
protected:
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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("SphereMap: Environment Mapping Technique");
m_bUseDepthBuffer = TRUE;
m_bCapture = FALSE;
m_pFont = NULL;
m_pShinyTeapot = NULL;
m_pSkyBox = NULL;
m_pEffect = NULL;
m_pSphereMap = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
D3DXMatrixIdentity( &m_matWorld );
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pShinyTeapot = new CD3DMesh();
m_pSkyBox = new CD3DMesh();
if( !m_pFont || !m_pShinyTeapot || !m_pSkyBox )
return E_OUTOFMEMORY;
D3DXMatrixIdentity( &m_matTrackBall );
D3DXMatrixTranslation( &m_matView, 0.0f, 0.0f, 3.0f );
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 camera view
if( m_bCapture )
{
D3DXMATRIX matCursor;
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
D3DXMatrixMultiply( &m_matView, &m_matTrackBall, &matCursor );
D3DXMATRIX matTrans;
D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 3.0f );
D3DXMatrixMultiply( &m_matView, &m_matView, &matTrans );
}
else
{
D3DXMATRIX matRotation;
D3DXMatrixRotationY( &matRotation, -m_fElapsedTime );
D3DXMatrixMultiply( &m_matWorld, &m_matWorld, &matRotation );
}
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( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Render the Skybox
{
D3DXMATRIX matWorld;
D3DXMatrixScaling( &matWorld, 10.0f, 10.0f, 10.0f );
D3DXMATRIX matView(m_matView);
matView._41 = matView._42 = matView._43 = 0.0f;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProject );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
// Always pass Z-test, so we can avoid clearing color and depth buffers
m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
m_pSkyBox->Render( m_pd3dDevice );
m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
}
// Render the environment-mapped ShinyTeapot
{
// Set transform state
D3DXMATRIX matViewProject;
D3DXMatrixMultiply( &matViewProject, &m_matView, &m_matProject );
D3DXMATRIX matViewInv;
D3DXMatrixInverse( &matViewInv, NULL, &m_matView );
D3DXVECTOR4 vecPosition( matViewInv._41, matViewInv._42, matViewInv._43, 1.0f );
m_pEffect->SetMatrix( "matWorld", &m_matWorld );
m_pEffect->SetMatrix( "matViewProject", &matViewProject );
m_pEffect->SetVector( "vecPosition", &vecPosition );
// Draw teapot
LPDIRECT3DVERTEXBUFFER8 pVB;
LPDIRECT3DINDEXBUFFER8 pIB;
m_pShinyTeapot->m_pLocalMesh->GetVertexBuffer( &pVB );
m_pShinyTeapot->m_pLocalMesh->GetIndexBuffer( &pIB );
m_pd3dDevice->SetStreamSource( 0, pVB, sizeof(ENVMAPPEDVERTEX) );
m_pd3dDevice->SetIndices( pIB, 0 );
UINT uPasses;
m_pEffect->Begin( &uPasses, 0 );
for( UINT iPass = 0; iPass < uPasses; iPass++ )
{
m_pEffect->Pass( iPass );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_pShinyTeapot->m_pLocalMesh->GetNumVertices(),
0, m_pShinyTeapot->m_pLocalMesh->GetNumFaces() );
}
m_pEffect->End();
SAFE_RELEASE( pVB );
SAFE_RELEASE( pIB );
}
// 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()
{
// Load the file objects
if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("spheremap.bmp"), &m_pSphereMap ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Set mesh properties
m_pShinyTeapot->SetFVF( m_pd3dDevice, D3DFVF_ENVMAPVERTEX );
// Restore the device-dependent objects
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create Effect object
if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, &m_pEffect, NULL ) ) )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// InitDeviceObjects for file objects (build textures and vertex buffers)
m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
m_pEffect->OnResetDevice();
m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
// Set the transform matrices
FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pShinyTeapot->InvalidateDeviceObjects();
m_pSkyBox->InvalidateDeviceObjects();
m_pFont->InvalidateDeviceObjects();
if(m_pEffect)
m_pEffect->OnLostDevice();
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_pShinyTeapot->Destroy();
m_pSkyBox->Destroy();
SAFE_RELEASE( m_pSphereMap );
SAFE_RELEASE( m_pEffect );
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_pShinyTeapot );
SAFE_DELETE( m_pSkyBox );
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_SOFTWARE_VERTEXPROCESSING) &&
!(pCaps->VertexShaderVersion >= D3DVS_VERSION(1, 0)) )
{
return E_FAIL;
}
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 )
{
// Capture mouse when clicked
if( WM_LBUTTONDOWN == uMsg )
{
D3DXMATRIX matCursor;
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
D3DXMatrixTranspose( &matCursor, &matCursor );
D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
SetCapture( m_hWnd );
m_bCapture = TRUE;
return 0;
}
if( WM_LBUTTONUP == uMsg )
{
D3DXMATRIX matCursor;
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
ReleaseCapture();
m_bCapture = FALSE;
return 0;
}
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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

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@@ -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