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
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//-----------------------------------------------------------------------------
// File: MFCForm.cpp
//
// Desc: File for the dialog form for the MFC multi-texture demo.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "stdafx.h"
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "MFCTex.h"
#include "TexArgs.h"
//-----------------------------------------------------------------------------
// Global data and objects
//-----------------------------------------------------------------------------
extern CApp g_App;
//-----------------------------------------------------------------------------
// External storage of the texture stage states
//-----------------------------------------------------------------------------
extern WORD g_wT0COp, g_wT1COp, g_wT2COp;
extern WORD g_wT0CArg1, g_wT1CArg1, g_wT2CArg1;
extern WORD g_wT0CArg2, g_wT1CArg2, g_wT2CArg2;
extern WORD g_wT0AOp, g_wT1AOp, g_wT2AOp;
extern WORD g_wT0AArg1, g_wT1AArg1, g_wT2AArg1;
extern WORD g_wT0AArg2, g_wT1AArg2, g_wT2AArg2;
extern DWORD g_dwTextureFactor;
extern DWORD g_dwDiffuseColor;
extern DWORD g_dwMaxTextureBlendStages ;
VOID CAppForm::InitializeUIControls()
{
// Get ptrs to the combo box controls for texture stage state UI
m_pTex0ColorArg1 = (CComboBox*)GetDlgItem( IDC_TEX0_COLORARG1 );
m_pTex0ColorOp = (CComboBox*)GetDlgItem( IDC_TEX0_COLOROP );
m_pTex0ColorArg2 = (CComboBox*)GetDlgItem( IDC_TEX0_COLORARG2 );
m_pTex0AlphaArg1 = (CComboBox*)GetDlgItem( IDC_TEX0_ALPHAARG1 );
m_pTex0AlphaOp = (CComboBox*)GetDlgItem( IDC_TEX0_ALPHAOP );
m_pTex0AlphaArg2 = (CComboBox*)GetDlgItem( IDC_TEX0_ALPHAARG2 );
m_pTex1ColorArg1 = (CComboBox*)GetDlgItem( IDC_TEX1_COLORARG1 );
m_pTex1ColorOp = (CComboBox*)GetDlgItem( IDC_TEX1_COLOROP );
m_pTex1ColorArg2 = (CComboBox*)GetDlgItem( IDC_TEX1_COLORARG2 );
m_pTex1AlphaArg1 = (CComboBox*)GetDlgItem( IDC_TEX1_ALPHAARG1 );
m_pTex1AlphaOp = (CComboBox*)GetDlgItem( IDC_TEX1_ALPHAOP );
m_pTex1AlphaArg2 = (CComboBox*)GetDlgItem( IDC_TEX1_ALPHAARG2 );
m_pTex2ColorArg1 = (CComboBox*)GetDlgItem( IDC_TEX2_COLORARG1 );
m_pTex2ColorOp = (CComboBox*)GetDlgItem( IDC_TEX2_COLOROP );
m_pTex2ColorArg2 = (CComboBox*)GetDlgItem( IDC_TEX2_COLORARG2 );
m_pTex2AlphaArg1 = (CComboBox*)GetDlgItem( IDC_TEX2_ALPHAARG1 );
m_pTex2AlphaOp = (CComboBox*)GetDlgItem( IDC_TEX2_ALPHAOP );
m_pTex2AlphaArg2 = (CComboBox*)GetDlgItem( IDC_TEX2_ALPHAARG2 );
GetDlgItem( IDC_TEX0_NAME )->SetWindowText( _T("env2.bmp") );
GetDlgItem( IDC_TEX1_NAME )->SetWindowText( _T("spotlite.bmp") );
GetDlgItem( IDC_TEX2_NAME )->SetWindowText( _T("env3.bmp") );
OnChangeTex();
GetDlgItem( IDC_BLEND_FACTOR )->SetWindowText( _T("80808080") );
OnChangeBlendFactor();
GetDlgItem( IDC_DIFFUSE_COLOR )->SetWindowText( _T("ff0000ff") );
OnChangeDiffuseColor();
for( TCHAR** pstrTexOps = g_astrTextureOps; *pstrTexOps; pstrTexOps++ )
{
m_pTex0ColorOp->AddString( *pstrTexOps );
m_pTex0AlphaOp->AddString( *pstrTexOps );
m_pTex1ColorOp->AddString( *pstrTexOps );
m_pTex1AlphaOp->AddString( *pstrTexOps );
m_pTex2ColorOp->AddString( *pstrTexOps );
m_pTex2AlphaOp->AddString( *pstrTexOps );
}
for( TCHAR** pstrArgs1 = g_astrTextureArgs1; *pstrArgs1; pstrArgs1++ )
{
m_pTex0ColorArg1->AddString( *pstrArgs1 );
m_pTex0AlphaArg1->AddString( *pstrArgs1 );
m_pTex1ColorArg1->AddString( *pstrArgs1 );
m_pTex1AlphaArg1->AddString( *pstrArgs1 );
m_pTex2ColorArg1->AddString( *pstrArgs1 );
m_pTex2AlphaArg1->AddString( *pstrArgs1 );
}
for( TCHAR** pstrArgs2 = g_astrTextureArgs2; *pstrArgs2; pstrArgs2++ )
{
m_pTex0ColorArg2->AddString( *pstrArgs2 );
m_pTex0AlphaArg2->AddString( *pstrArgs2 );
m_pTex1ColorArg2->AddString( *pstrArgs2 );
m_pTex1AlphaArg2->AddString( *pstrArgs2 );
m_pTex2ColorArg2->AddString( *pstrArgs2 );
m_pTex2AlphaArg2->AddString( *pstrArgs2 );
}
for( TCHAR** pstrPresets = g_astrPresetEffects; *pstrPresets; pstrPresets++ )
{
((CComboBox*)GetDlgItem( IDC_PRESET_EFFECTS ))->AddString( *pstrPresets );
}
OnChangePresetEffects();
// Store the initial media directory (for loading textures)
strcpy( m_strInitialDir, DXUtil_GetDXSDKMediaPath() );
}
//-----------------------------------------------------------------------------
// Name: UpdateUIForDeviceCapabilites()
// Desc: Whenever we get a new device, call this function to enable/disable the
// appropiate UI controls to match the device's capabilities.
//-----------------------------------------------------------------------------
VOID CAppForm::UpdateUIForDeviceCapabilites()
{
g_dwMaxTextureBlendStages = (DWORD)m_d3dCaps.MaxTextureBlendStages;
m_pTex1ColorOp->EnableWindow( g_dwMaxTextureBlendStages>1 ? TRUE : FALSE );
m_pTex1AlphaOp->EnableWindow( g_dwMaxTextureBlendStages>1 ? TRUE : FALSE );
m_pTex1ColorArg1->EnableWindow( g_dwMaxTextureBlendStages>1 ? TRUE : FALSE );
m_pTex1ColorArg2->EnableWindow( g_dwMaxTextureBlendStages>1 ? TRUE : FALSE );
m_pTex1AlphaArg1->EnableWindow( g_dwMaxTextureBlendStages>1 ? TRUE : FALSE );
m_pTex1AlphaArg2->EnableWindow( g_dwMaxTextureBlendStages>1 ? TRUE : FALSE );
m_pTex2ColorOp->EnableWindow( g_dwMaxTextureBlendStages>2 ? TRUE : FALSE );
m_pTex2AlphaOp->EnableWindow( g_dwMaxTextureBlendStages>2 ? TRUE : FALSE );
m_pTex2ColorArg1->EnableWindow( g_dwMaxTextureBlendStages>2 ? TRUE : FALSE );
m_pTex2ColorArg2->EnableWindow( g_dwMaxTextureBlendStages>2 ? TRUE : FALSE );
m_pTex2AlphaArg1->EnableWindow( g_dwMaxTextureBlendStages>2 ? TRUE : FALSE );
m_pTex2AlphaArg2->EnableWindow( g_dwMaxTextureBlendStages>2 ? TRUE : FALSE );
}
//-----------------------------------------------------------------------------
// Name: OnChangeTex()
// Desc: When the user hits a texture change button
//-----------------------------------------------------------------------------
VOID CAppForm::OnChangeTex()
{
CString strName0, strName1, strName2;
((CEdit*)GetDlgItem( IDC_TEX0_NAME ))->GetWindowText( strName0 );
((CEdit*)GetDlgItem( IDC_TEX1_NAME ))->GetWindowText( strName1 );
((CEdit*)GetDlgItem( IDC_TEX2_NAME ))->GetWindowText( strName2 );
SetTextureMaps( (LPCTSTR)strName0, (LPCTSTR)strName1, (LPCTSTR)strName2 );
}
//-----------------------------------------------------------------------------
// Name: OnSelectTexture0Name()
// Desc: When the user hits a texture change button
//-----------------------------------------------------------------------------
VOID CAppForm::OnSelectTexture0Name()
{
TCHAR strTextureName[MAX_PATH] = _T("");
// Display the OpenFileName dialog. Then, try to load the specified file
OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
_T("Texture Files (.bmp;.tga)\0*.bmp;*.tga\0\0"),
NULL, 0, 1, strTextureName, MAX_PATH, m_strFileName, MAX_PATH,
m_strInitialDir, _T("Open Texture File"),
OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };
if( TRUE == GetOpenFileName( &ofn ) )
{
GetDlgItem(IDC_TEX0_NAME)->SetWindowText( m_strFileName );
OnChangeTex();
}
}
//-----------------------------------------------------------------------------
// Name: OnSelectTexture1Name()
// Desc: When the user hits a texture change button
//-----------------------------------------------------------------------------
VOID CAppForm::OnSelectTexture1Name()
{
TCHAR strTextureName[MAX_PATH] = _T("");
// Display the OpenFileName dialog. Then, try to load the specified file
OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
_T("Texture Files (.bmp;.tga)\0*.bmp;*.tga\0\0"),
NULL, 0, 1, strTextureName, MAX_PATH, m_strFileName, MAX_PATH,
m_strInitialDir, _T("Open Texture File"),
OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };
if( TRUE == GetOpenFileName( &ofn ) )
{
GetDlgItem(IDC_TEX1_NAME)->SetWindowText( m_strFileName );
OnChangeTex();
}
}
//-----------------------------------------------------------------------------
// Name: OnSelectTexture2Name()
// Desc: When the user hits a texture change button
//-----------------------------------------------------------------------------
VOID CAppForm::OnSelectTexture2Name()
{
TCHAR strTextureName[MAX_PATH] = _T("");
// Display the OpenFileName dialog. Then, try to load the specified file
OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
_T("Texture Files (.bmp;.tga)\0*.bmp;*.tga\0\0"),
NULL, 0, 1, strTextureName, MAX_PATH, m_strFileName, MAX_PATH,
m_strInitialDir, _T("Open Texture File"),
OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };
if( TRUE == GetOpenFileName( &ofn ) )
{
GetDlgItem(IDC_TEX2_NAME)->SetWindowText( m_strFileName );
OnChangeTex();
}
}
//-----------------------------------------------------------------------------
// Name: UpdateStageColor()
// Desc: Updates a stage's ColorOp parameters in the form's UI.
//-----------------------------------------------------------------------------
VOID CAppForm::UpdateStageColor( WORD stage, LONG op, LONG arg1, LONG arg2 )
{
WORD wListID = IDC_TEX0_COLOROP;
if( stage == 1 )
wListID = IDC_TEX1_COLOROP;
if( stage == 2 )
wListID = IDC_TEX2_COLOROP;
((CComboBox*)GetDlgItem( wListID+0 ))->SetCurSel( op );
((CComboBox*)GetDlgItem( wListID+1 ))->SetCurSel( arg1 );
((CComboBox*)GetDlgItem( wListID+2 ))->SetCurSel( arg2 );
}
//-----------------------------------------------------------------------------
// Name: UpdateStageAlpha()
// Desc: Updates a stage's AlphaOp parameters in the form's UI.
//-----------------------------------------------------------------------------
VOID CAppForm::UpdateStageAlpha( WORD stage, LONG op, LONG arg1, LONG arg2 )
{
WORD wListID = IDC_TEX0_ALPHAOP;
if( stage == 1 )
wListID = IDC_TEX1_ALPHAOP;
if( stage == 2 )
wListID = IDC_TEX2_ALPHAOP;
((CComboBox*)GetDlgItem( wListID+0 ))->SetCurSel( op );
((CComboBox*)GetDlgItem( wListID+1 ))->SetCurSel( arg1 );
((CComboBox*)GetDlgItem( wListID+2 ))->SetCurSel( arg2 );
}
//-----------------------------------------------------------------------------
// Name: OnChangePresetEffects()
// Desc: When the user selects a preset texture stage effect
//-----------------------------------------------------------------------------
void CAppForm::OnChangePresetEffects()
{
// Clear all the combo boxes in the UI
UpdateStageColor( 0, toDISABLE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 0, toDISABLE, ta1TEXTURE, ta2CURRENT );
UpdateStageColor( 1, toDISABLE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toDISABLE, ta1TEXTURE, ta2CURRENT );
UpdateStageColor( 2, toDISABLE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 2, toDISABLE, ta1TEXTURE, ta2CURRENT );
switch( ((CComboBox*)GetDlgItem( IDC_PRESET_EFFECTS ))->GetCurSel() )
{
case CB_ERR: // No selection
UpdateStageColor( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 0: // Modulate
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 1: // Modulate Alpha
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
break;
case 2: // Add
UpdateStageColor( 0, toADD, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
break;
case 3: // Decal Alpha
UpdateStageColor( 0, toBLENDTEXTURE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
break;
case 4: // Colored light map
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toMODULATE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 5: // Inverse colored light map
UpdateStageColor( 0, toMODULATE, ta1INVTEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toMODULATE, ta1INVTEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 6: // Single channel light map
UpdateStageColor( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toMODULATE, ta1ALPHATEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 7: // Modulate and late add
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toADD, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 8: // Linear blend using texture alpha
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toBLENDTEXTURE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 9: // Linear blend using diffuse alpha
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toBLENDDIFFUSE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 10: // Multitexture add w/smooth saturation
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toADD, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 11: // Multitexture subtract
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toADD, ta1INVTEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 12: // Add Diffuse to light map then modulate
UpdateStageColor( 0, toADD, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toMODULATE, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 2, toMODULATE, ta1DIFFUSE, ta2CURRENT );
UpdateStageAlpha( 2, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 13: // Detail modulate
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toMODULATE2X, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
case 14: // Detail add
UpdateStageColor( 0, toMODULATE, ta1TEXTURE, ta2DIFFUSE );
UpdateStageAlpha( 0, toSELECTARG2, ta1TEXTURE, ta2DIFFUSE );
UpdateStageColor( 1, toADDSIGNED, ta1TEXTURE, ta2CURRENT );
UpdateStageAlpha( 1, toSELECTARG1, ta1TEXTURE, ta2DIFFUSE );
break;
}
OnChangeStageArgs();
}
//-----------------------------------------------------------------------------
// Name: OnChooseStageArgs()
// Desc: When the user changes a stage arg combo box, or else when called by
// the app, this function extracts state information from the UI, and
// saves it in a form for the D3DDevice SetTextureStageState() calls.
//-----------------------------------------------------------------------------
void CAppForm::OnChangeStageArgs()
{
g_wT0COp = aTexOps[ m_pTex0ColorOp->GetCurSel() + 1 ];
g_wT0AOp = aTexOps[ m_pTex0AlphaOp->GetCurSel() + 1 ];
g_wT1COp = aTexOps[ m_pTex1ColorOp->GetCurSel() + 1 ];
g_wT1AOp = aTexOps[ m_pTex1AlphaOp->GetCurSel() + 1 ];
g_wT2COp = aTexOps[ m_pTex2ColorOp->GetCurSel() + 1 ];
g_wT2AOp = aTexOps[ m_pTex2AlphaOp->GetCurSel() + 1 ];
if( 0 == g_wT0COp ) g_wT0COp = D3DTOP_DISABLE;
if( 0 == g_wT0AOp ) g_wT0AOp = D3DTOP_DISABLE;
if( 0 == g_wT1COp ) g_wT1COp = D3DTOP_DISABLE;
if( 0 == g_wT1AOp ) g_wT1AOp = D3DTOP_DISABLE;
if( 0 == g_wT2COp ) g_wT2COp = D3DTOP_DISABLE;
if( 0 == g_wT2AOp ) g_wT2AOp = D3DTOP_DISABLE;
g_wT0CArg1 = aTexArgs1[ m_pTex0ColorArg1->GetCurSel() + 1 ];
g_wT0CArg2 = aTexArgs2[ m_pTex0ColorArg2->GetCurSel() + 1 ];
g_wT0AArg1 = aTexArgs1[ m_pTex0AlphaArg1->GetCurSel() + 1 ];
g_wT0AArg2 = aTexArgs2[ m_pTex0AlphaArg2->GetCurSel() + 1 ];
g_wT1CArg1 = aTexArgs1[ m_pTex1ColorArg1->GetCurSel() + 1 ];
g_wT1CArg2 = aTexArgs2[ m_pTex1ColorArg2->GetCurSel() + 1 ];
g_wT1AArg1 = aTexArgs1[ m_pTex1AlphaArg1->GetCurSel() + 1 ];
g_wT1AArg2 = aTexArgs2[ m_pTex1AlphaArg2->GetCurSel() + 1 ];
g_wT2CArg1 = aTexArgs1[ m_pTex2ColorArg1->GetCurSel() + 1 ];
g_wT2CArg2 = aTexArgs2[ m_pTex2ColorArg2->GetCurSel() + 1 ];
g_wT2AArg1 = aTexArgs1[ m_pTex2AlphaArg1->GetCurSel() + 1 ];
g_wT2AArg2 = aTexArgs2[ m_pTex2AlphaArg2->GetCurSel() + 1 ];
}
//-----------------------------------------------------------------------------
// Name: OnChangeBlendFactor()
// Desc: When the user enters a new blend factor
//-----------------------------------------------------------------------------
VOID CAppForm::OnChangeBlendFactor()
{
CString strValue;
(GetDlgItem( IDC_BLEND_FACTOR ))->GetWindowText( strValue );
const TCHAR* strFactor = (LPCTSTR)strValue;
if( (strFactor[0] == '0') && ((strFactor[1] == 'x') || (strFactor[1] == 'X')) )
strFactor += 2;
sscanf( strFactor, _T("%x"), &g_dwTextureFactor );
}
//-----------------------------------------------------------------------------
// Name: OnChangeDiffuseColor()
// Desc: When the user wants a new diffuse color
//-----------------------------------------------------------------------------
VOID CAppForm::OnChangeDiffuseColor()
{
CString strValue;
(GetDlgItem( IDC_DIFFUSE_COLOR ))->GetWindowText( strValue );
const TCHAR* strColor = (LPCTSTR)strValue;
if( (strColor[0] == '0') && ((strColor[1] == 'x') || (strColor[1] == 'X')) )
strColor += 2;
sscanf( strColor, _T("%x"), &g_dwDiffuseColor );
}
class CViewCodeDlg : public CDialog
{
public:
CViewCodeDlg() : CDialog(IDD_VIEWCODE) {}
BOOL OnInitDialog();
};
TCHAR* TranslateTextureOp( DWORD dwTexOp )
{
switch( dwTexOp )
{
case D3DTOP_DISABLE: return _T("DISABLE");
case D3DTOP_SELECTARG1: return _T("SELECTARG1");
case D3DTOP_SELECTARG2: return _T("SELECTARG2");
case D3DTOP_MODULATE: return _T("MODULATE");
case D3DTOP_MODULATE2X: return _T("MODULATE2X");
case D3DTOP_MODULATE4X: return _T("MODULATE4X");
case D3DTOP_ADD: return _T("ADD");
case D3DTOP_ADDSIGNED: return _T("ADDSIGNED");
case D3DTOP_ADDSIGNED2X: return _T("ADDSIGNED2X");
case D3DTOP_SUBTRACT: return _T("SUBTRACT");
case D3DTOP_ADDSMOOTH: return _T("ADDSMOOTH");
case D3DTOP_BLENDDIFFUSEALPHA: return _T("BLENDDIFFUSEALPHA");
case D3DTOP_BLENDTEXTUREALPHA: return _T("BLENDTEXTUREALPHA");
case D3DTOP_BLENDFACTORALPHA: return _T("BLENDFACTORALPHA");
case D3DTOP_BLENDTEXTUREALPHAPM: return _T("BLENDTEXTUREALPHAPM");
case D3DTOP_BLENDCURRENTALPHA: return _T("BLENDCURRENTALPHA");
case D3DTOP_PREMODULATE: return _T("PREMODULATE");
case D3DTOP_MODULATEALPHA_ADDCOLOR: return _T("MODULATEALPHA_ADDCOLOR");
case D3DTOP_MODULATECOLOR_ADDALPHA: return _T("MODULATECOLOR_ADDALPHA");
case D3DTOP_MODULATEINVALPHA_ADDCOLOR: return _T("MODULATEINVALPHA_ADDCOLOR");
case D3DTOP_MODULATEINVCOLOR_ADDALPHA: return _T("MODULATEINVCOLOR_ADDALPHA");
case D3DTOP_BUMPENVMAP: return _T("BUMPENVMAP");
case D3DTOP_BUMPENVMAPLUMINANCE: return _T("BUMPENVMAPLUMINANCE");
case D3DTOP_DOTPRODUCT3: return _T("DOTPRODUCT3");
}
return _T("DISABLE");
}
TCHAR* TranslateTextureArg( DWORD dwTexArg )
{
static TCHAR buffer[256];
switch( dwTexArg & 0x0000000f )
{
case D3DTA_DIFFUSE: strcpy( buffer, _T("D3DTA_DIFFUSE") );
break;
case D3DTA_CURRENT: strcpy( buffer, _T("D3DTA_CURRENT") );
break;
case D3DTA_TEXTURE: strcpy( buffer, _T("D3DTA_TEXTURE") );
break;
case D3DTA_TFACTOR: strcpy( buffer, _T("D3DTA_TFACTOR") );
break;
default: return _T("D3DTA_DIFFUSE");
}
if( dwTexArg&D3DTA_COMPLEMENT )
strcat( buffer, _T(" | D3DTA_COMPLEMENT") );
if( dwTexArg&D3DTA_ALPHAREPLICATE )
strcat( buffer, _T(" | D3DTA_ALPHAREPLICATE") );
return buffer;
}
BOOL CViewCodeDlg::OnInitDialog()
{
CEdit* pEdit = (CEdit*)GetDlgItem(IDC_VIEWCODEEDITBOX);
pEdit->FmtLines(TRUE);
pEdit->SetWindowText( _T("howdy\015\012doody") );
TCHAR* strTemplate = _T(" pd3dDevice->SetTextureStageState( %d, D3DTSS_%s%s );\015\012" );
TCHAR buffer[2048];
TCHAR strOutText[2048] = _T("");
strcat( strOutText, _T("HRESULT SetShader( LPDIRECT3DDEVICE8 pd3dDevice )\015\012") );
strcat( strOutText, _T("{\015\012") );
sprintf( buffer, strTemplate, 0, _T("COLORARG1, "), TranslateTextureArg( g_wT0CArg1 ) );
if( g_wT0COp != D3DTOP_DISABLE && g_wT0COp != D3DTOP_SELECTARG2 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 0, _T("COLOROP, D3DTOP_"), TranslateTextureOp( g_wT0COp ) );
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 0, _T("COLORARG2, "), TranslateTextureArg( g_wT0CArg2 ) );
if( g_wT0COp != D3DTOP_DISABLE && g_wT0COp != D3DTOP_SELECTARG1 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 0, _T("ALPHAARG1, "), TranslateTextureArg( g_wT0AArg1 ) );
if( g_wT0AOp != D3DTOP_DISABLE && g_wT0AOp != D3DTOP_SELECTARG2 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 0, _T("ALPHAOP, D3DTOP_"), TranslateTextureOp( g_wT0AOp ) );
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 0, _T("ALPHAARG2, "), TranslateTextureArg( g_wT0AArg2 ) );
if( g_wT0AOp != D3DTOP_DISABLE && g_wT0AOp != D3DTOP_SELECTARG1 )
strcat( strOutText, buffer );
strcat( strOutText, _T("\015\012") );
sprintf( buffer, strTemplate, 1, _T("COLORARG1, "), TranslateTextureArg( g_wT1CArg1 ) );
if( g_wT1COp != D3DTOP_DISABLE && g_wT1COp != D3DTOP_SELECTARG2 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 1, _T("COLOROP, D3DTOP_"), TranslateTextureOp( g_wT1COp ) );
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 1, _T("COLORARG2, "), TranslateTextureArg( g_wT1CArg2 ) );
if( g_wT1COp != D3DTOP_DISABLE && g_wT1COp != D3DTOP_SELECTARG1 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 1, _T("ALPHAARG1, "), TranslateTextureArg( g_wT1AArg1 ) );
if( g_wT1AOp != D3DTOP_DISABLE && g_wT1AOp != D3DTOP_SELECTARG2 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 1, _T("ALPHAOP, D3DTOP_"), TranslateTextureOp( g_wT1AOp ) );
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 1, _T("ALPHAARG2, "), TranslateTextureArg( g_wT1AArg2 ) );
if( g_wT1AOp != D3DTOP_DISABLE && g_wT1AOp != D3DTOP_SELECTARG1 )
strcat( strOutText, buffer );
strcat( strOutText, _T("\015\012") );
sprintf( buffer, strTemplate, 2, _T("COLORARG1, "), TranslateTextureArg( g_wT2CArg1 ) );
if( g_wT2COp != D3DTOP_DISABLE && g_wT2COp != D3DTOP_SELECTARG2 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 2, _T("COLOROP, D3DTOP_"), TranslateTextureOp( g_wT2COp ) );
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 2, _T("COLORARG2, "), TranslateTextureArg( g_wT2CArg2 ) );
if( g_wT2COp != D3DTOP_DISABLE && g_wT2COp != D3DTOP_SELECTARG1 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 2, _T("ALPHAARG1, "), TranslateTextureArg( g_wT2AArg1 ) );
if( g_wT2AOp != D3DTOP_DISABLE && g_wT2AOp != D3DTOP_SELECTARG2 )
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 2, _T("ALPHAOP, D3DTOP_"), TranslateTextureOp( g_wT2AOp ) );
strcat( strOutText, buffer );
sprintf( buffer, strTemplate, 2, _T("ALPHAARG2, "), TranslateTextureArg( g_wT2AArg2 ) );
if( g_wT2AOp != D3DTOP_DISABLE && g_wT2AOp != D3DTOP_SELECTARG1 )
strcat( strOutText, buffer );
strcat( strOutText, _T("\015\012") );
strcat( strOutText, _T(" DWORD dwNumPasses;\015\012") );
strcat( strOutText, _T(" return pd3dDevice->ValidateDevice( &dwNumPasses );\015\012") );
strcat( strOutText, _T("}\015\012") );
pEdit->SetWindowText( strOutText );
return CDialog::OnInitDialog();
}
//-----------------------------------------------------------------------------
// Name: OnViewCode()
// Desc: When the user hits the "view code" button
//-----------------------------------------------------------------------------
void CAppForm::OnViewCode()
{
CViewCodeDlg dlg;
dlg.DoModal();
}

View File

@@ -0,0 +1,353 @@
//-----------------------------------------------------------------------------
// File: MFCTex.cpp
//
// Desc: Main file for the D3D multitexture app that uses MFC.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "stdafx.h"
#include <windows.h>
#include <windowsx.h>
#include <stdio.h>
#include <mmsystem.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "MFCTex.h"
//-----------------------------------------------------------------------------
// The MFC macros are all listed here
//-----------------------------------------------------------------------------
IMPLEMENT_DYNCREATE( CAppDoc, CDocument )
IMPLEMENT_DYNCREATE( CAppFrameWnd, CFrameWnd )
IMPLEMENT_DYNCREATE( CAppForm, CFormView )
BEGIN_MESSAGE_MAP( CApp, CWinApp )
//{{AFX_MSG_MAP(CApp)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP( CAppForm, CFormView )
//{{AFX_MSG_MAP(CAppForm)
ON_COMMAND( IDC_VIEWFULLSCREEN, OnToggleFullScreen )
ON_COMMAND( IDC_VIEWCODE, OnViewCode )
ON_COMMAND( IDM_CHANGEDEVICE, OnChangeDevice )
ON_BN_CLICKED( IDM_CHANGEDEVICE, OnChangeDevice )
ON_EN_CHANGE( IDC_TEX0_NAME, OnChangeTex )
ON_EN_CHANGE( IDC_TEX1_NAME, OnChangeTex )
ON_EN_CHANGE( IDC_TEX2_NAME, OnChangeTex )
ON_BN_CLICKED( IDC_SELECTTEX0, OnSelectTexture0Name )
ON_BN_CLICKED( IDC_SELECTTEX1, OnSelectTexture1Name )
ON_BN_CLICKED( IDC_SELECTTEX2, OnSelectTexture2Name )
ON_EN_CHANGE( IDC_BLEND_FACTOR, OnChangeBlendFactor )
ON_EN_CHANGE( IDC_DIFFUSE_COLOR, OnChangeDiffuseColor )
ON_CBN_SELCHANGE( IDC_PRESET_EFFECTS, OnChangePresetEffects )
ON_CBN_SELCHANGE( IDC_TEX0_COLORARG1, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX0_COLOROP, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX0_COLORARG2, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX0_ALPHAARG1, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX0_ALPHAOP, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX0_ALPHAARG2, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX1_COLORARG1, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX1_COLOROP, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX1_COLORARG2, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX1_ALPHAARG1, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX1_ALPHAOP, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX1_ALPHAARG2, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX2_COLORARG1, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX2_COLOROP, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX2_COLORARG2, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX2_ALPHAARG1, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX2_ALPHAOP, OnChangeStageArgs )
ON_CBN_SELCHANGE( IDC_TEX2_ALPHAARG2, OnChangeStageArgs )
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP(CAppDoc, CDocument)
//{{AFX_MSG_MAP(CAppDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP(CAppFrameWnd, CFrameWnd)
//{{AFX_MSG_MAP(CAppFrameWnd)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//-----------------------------------------------------------------------------
// Global data and objects
//-----------------------------------------------------------------------------
CApp g_App;
CAppForm* g_AppFormView = NULL;
TCHAR* g_strAppTitle = _T("MFCTex: MFC Multitexture Sample");
//-----------------------------------------------------------------------------
// Name: FullScreenWndProc()
// Desc: The WndProc funtion used when the app is in fullscreen mode. This is
// needed simply to trap the ESC key.
//-----------------------------------------------------------------------------
LRESULT CALLBACK FullScreenWndProc( HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam )
{
if( msg == WM_CLOSE )
{
// User wants to exit, so go back to windowed mode and exit for real
g_AppFormView->OnToggleFullScreen();
g_App.GetMainWnd()->PostMessage( WM_CLOSE, 0, 0 );
}
if( msg == WM_SETCURSOR )
{
SetCursor( NULL );
}
if( msg == WM_KEYUP && wParam == VK_ESCAPE )
{
// User wants to leave fullscreen mode
g_AppFormView->OnToggleFullScreen();
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: CheckForLostFullscreen()
// Desc: If fullscreen and device was lost (probably due to alt-tab),
// automatically switch to windowed mode
//-----------------------------------------------------------------------------
HRESULT CAppForm::CheckForLostFullscreen()
{
HRESULT hr;
if( m_bWindowed )
return S_OK;
if( FAILED( hr = m_pd3dDevice->TestCooperativeLevel() ) )
ForceWindowed();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: PreCreateWindow()
// Desc: Change the window style (so it cannot maximize or be sized) before
// the main frame window is created.
//-----------------------------------------------------------------------------
BOOL CAppFrameWnd::PreCreateWindow( CREATESTRUCT& cs )
{
cs.style = WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX;
return CFrameWnd::PreCreateWindow( cs );
}
//-----------------------------------------------------------------------------
// Name: InitInstance()
// Desc: This is the main entry point for the application. The MFC window stuff
// is initialized here. See also the main initialization routine for the
// CAppForm class, which is called indirectly from here.
//-----------------------------------------------------------------------------
BOOL CApp::InitInstance()
{
// Asscociate the MFC app with the frame window and doc/view classes
AddDocTemplate( new CSingleDocTemplate( IDR_MAINFRAME,
RUNTIME_CLASS(CAppDoc),
RUNTIME_CLASS(CAppFrameWnd),
RUNTIME_CLASS(CAppForm) ) );
// Dispatch commands specified on the command line (req'd by MFC). This
// also initializes the the CAppDoc, CAppFrameWnd, and CAppForm classes.
CCommandLineInfo cmdInfo;
ParseCommandLine( cmdInfo );
if( !ProcessShellCommand( cmdInfo ) )
return FALSE;
if( !g_AppFormView->IsReady() )
return FALSE;
g_AppFormView->GetParentFrame()->RecalcLayout();
g_AppFormView->ResizeParentToFit( FALSE );
m_pMainWnd->SetWindowText( g_strAppTitle );
m_pMainWnd->UpdateWindow();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: OnIdle()
// Desc: Uses idle time to render the 3D scene.
//-----------------------------------------------------------------------------
BOOL CApp::OnIdle( LONG )
{
// Do not render if the app is minimized
if( m_pMainWnd->IsIconic() )
return FALSE;
// Update and render a frame
if( g_AppFormView->IsReady() )
{
g_AppFormView->CheckForLostFullscreen();
g_AppFormView->RenderScene();
}
// Keep requesting more idle time
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: CAppForm()
// Desc: Constructor for the dialog resource form
//-----------------------------------------------------------------------------
CAppForm::CAppForm()
:CFormView( IDD_FORMVIEW )
{
g_AppFormView = this;
m_bActive = FALSE;
m_bReady = FALSE;
m_bWindowed = TRUE;
m_dwAdapter = 0L;
m_pD3D = NULL;
m_pd3dDevice = NULL;
m_bUseDepthBuffer = TRUE;
}
//-----------------------------------------------------------------------------
// Name: ~CAppForm()
// Desc: Destructor for the dialog resource form. Shuts down the app
//-----------------------------------------------------------------------------
CAppForm::~CAppForm()
{
Cleanup3DEnvironment();
}
//-----------------------------------------------------------------------------
// Name: OnInitialUpdate()
// Desc: When the AppForm object is created, this function is called to
// initialize it. Here we getting access ptrs to some of the controls,
// and setting the initial state of some of them as well.
//-----------------------------------------------------------------------------
VOID CAppForm::OnInitialUpdate()
{
// Update the UI
CFormView::OnInitialUpdate();
InitializeUIControls();
// Save static reference to the render window
m_hwndRenderWindow = GetDlgItem(IDC_RENDERVIEW)->GetSafeHwnd();
// Register a class for a fullscreen window
WNDCLASS wndClass = { CS_HREDRAW | CS_VREDRAW, FullScreenWndProc, 0, 0, NULL,
NULL, NULL, (HBRUSH)GetStockObject(WHITE_BRUSH), NULL,
_T("Fullscreen Window") };
RegisterClass( &wndClass );
// We create the fullscreen window (not visible) at startup, so it can
// be the focus window. The focus window can only be set at CreateDevice
// time, not in a Reset, so ToggleFullscreen wouldn't work unless we have
// already set up the fullscreen focus window.
m_hwndRenderFullScreen = CreateWindow( _T("Fullscreen Window"), NULL,
WS_POPUP, CW_USEDEFAULT,
CW_USEDEFAULT, 100, 100,
GetTopLevelParent()->GetSafeHwnd(), 0L, NULL, 0L );
// Note that for the MFC samples, the device window and focus window
// are not the same.
CD3DApplication::m_hWnd = m_hwndRenderWindow;
CD3DApplication::m_hWndFocus = m_hwndRenderFullScreen;
CD3DApplication::Create( AfxGetInstanceHandle() );
}
//-----------------------------------------------------------------------------
// Name: OnChangeDevice()
// Desc: Use hit the "Change Device.." button. Display the dialog for the user
// to select a new device/mode, and call Change3DEnvironment to
// use the new device/mode.
//-----------------------------------------------------------------------------
VOID CAppForm::OnChangeDevice()
{
UserSelectNewDevice();
}
//-----------------------------------------------------------------------------
// Name: AdjustWindowForChange()
// Desc: Adjusts the window properties for windowed or fullscreen mode
//-----------------------------------------------------------------------------
HRESULT CAppForm::AdjustWindowForChange()
{
if( m_bWindowed )
{
::ShowWindow( m_hwndRenderFullScreen, SW_HIDE );
CD3DApplication::m_hWnd = m_hwndRenderWindow;
}
else
{
if( ::IsIconic( m_hwndRenderFullScreen ) )
::ShowWindow( m_hwndRenderFullScreen, SW_RESTORE );
::ShowWindow( m_hwndRenderFullScreen, SW_SHOW );
CD3DApplication::m_hWnd = m_hwndRenderFullScreen;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: OnToggleFullScreen()
// Desc: Called when user toggles the fullscreen mode
//-----------------------------------------------------------------------------
void CAppForm::OnToggleFullScreen()
{
ToggleFullscreen();
}

View File

@@ -0,0 +1,179 @@
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MTL=midl.exe
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# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 2
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_AFXDLL" /YX /FD /c
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LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib ddraw.lib winmm.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
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View File

@@ -0,0 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
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View File

@@ -0,0 +1,182 @@
//-----------------------------------------------------------------------------
// File: MFCTex.h
//
// Desc: Header file for a D3DIM app that uses MFC
//
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#ifndef D3D_MFC_APP_H
#define D3D_MFC_APP_H
#if _MSC_VER >= 1000
#pragma once
#endif
#ifndef __AFXWIN_H__
#error include 'stdafx.h' before including this file
#endif
#include "resource.h"
//-----------------------------------------------------------------------------
// Name: class CAppDoc
// Desc: Overridden CDocument class needed for the CFormView
//-----------------------------------------------------------------------------
class CAppDoc : public CDocument
{
protected:
DECLARE_DYNCREATE(CAppDoc)
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAppDoc)
public:
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CAppDoc)
// NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//-----------------------------------------------------------------------------
// Name: class CAppFrameWnd
// Desc: CFrameWnd-based class needed to override the CFormView's window style
//-----------------------------------------------------------------------------
class CAppFrameWnd : public CFrameWnd
{
protected:
DECLARE_DYNCREATE(CAppFrameWnd)
public:
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAppFrameWnd)
public:
virtual BOOL PreCreateWindow( CREATESTRUCT& cs );
//}}AFX_VIRTUAL
protected:
//{{AFX_MSG(CAppFrameWnd)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//-----------------------------------------------------------------------------
// Name: class CApp
// Desc: Main MFCapplication class derived from CWinApp.
//-----------------------------------------------------------------------------
class CApp : public CWinApp
{
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CApp)
public:
virtual BOOL InitInstance();
virtual BOOL OnIdle( LONG );
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CApp)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//-----------------------------------------------------------------------------
// Name: class CAppForm
// Desc: CFormView-based class which allows the UI to be created with a form
// (dialog) resource. This class manages all the controls on the form.
//-----------------------------------------------------------------------------
class CAppForm : public CFormView, public CD3DApplication
{
private:
CD3DFont* m_pFont; // Font for drawing text
HWND m_hwndRenderWindow;
HWND m_hwndRenderFullScreen;
TCHAR m_strFileName[MAX_PATH];
TCHAR m_strInitialDir[MAX_PATH];
CComboBox *m_pTex0ColorArg1, *m_pTex0ColorOp, *m_pTex0ColorArg2;
CComboBox *m_pTex0AlphaArg1, *m_pTex0AlphaOp, *m_pTex0AlphaArg2;
CComboBox *m_pTex1ColorArg1, *m_pTex1ColorOp, *m_pTex1ColorArg2;
CComboBox *m_pTex1AlphaArg1, *m_pTex1AlphaOp, *m_pTex1AlphaArg2;
CComboBox *m_pTex2ColorArg1, *m_pTex2ColorOp, *m_pTex2ColorArg2;
CComboBox *m_pTex2AlphaArg1, *m_pTex2AlphaOp, *m_pTex2AlphaArg2;
PDIRECT3DVERTEXBUFFER8 m_pVBWalls;
PDIRECT3DVERTEXBUFFER8 m_pVBFloorCeiling;
HRESULT ConfirmDevice( D3DCAPS8*,DWORD,D3DFORMAT );
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT FrameMove();
HRESULT Render();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
virtual HRESULT AdjustWindowForChange();
VOID UpdateUIForDeviceCapabilites();
VOID InitializeUIControls();
VOID UpdateStageColor( WORD stage, LONG op, LONG arg1, LONG arg2 );
VOID UpdateStageAlpha( WORD stage, LONG op, LONG arg1, LONG arg2 );
VOID SetTextureMaps( const TCHAR*, const TCHAR*, const TCHAR* );
public:
BOOL IsReady() { return m_bReady; }
TCHAR* PstrFrameStats() { return m_strFrameStats; }
VOID RenderScene() { Render3DEnvironment(); }
HRESULT CheckForLostFullscreen();
protected:
DECLARE_DYNCREATE(CAppForm)
CAppForm();
virtual ~CAppForm();
public:
//{{AFX_DATA(CAppForm)
enum { IDD = IDD_FORMVIEW };
//}}AFX_DATA
//{{AFX_VIRTUAL(CAppForm)
virtual void OnInitialUpdate();
//}}AFX_VIRTUAL
//{{AFX_MSG(CAppForm)
afx_msg VOID OnToggleFullScreen();
afx_msg VOID OnViewCode();
afx_msg VOID OnChangeDevice();
afx_msg VOID OnChangePresetEffects();
afx_msg VOID OnChangeTex();
afx_msg VOID OnSelectTexture0Name();
afx_msg VOID OnSelectTexture1Name();
afx_msg VOID OnSelectTexture2Name();
afx_msg VOID OnChangeBlendFactor();
afx_msg VOID OnChangeDiffuseColor();
afx_msg VOID OnChangeStageArgs();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#endif

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OutDir=.\Debug
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ALL : "$(OUTDIR)\mfctex.exe"
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"$(INTDIR)\mtexture.obj" : $(SOURCE) "$(INTDIR)"
!ENDIF

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@@ -0,0 +1,506 @@
//-----------------------------------------------------------------------------
// File: mtexture.cpp
//
// Desc: Example code showing how to do multitexturing in D3D
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include "stdafx.h"
#include <tchar.h>
#include <math.h>
#include <time.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DFile.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "MFCTex.h"
//-----------------------------------------------------------------------------
// Define a custom vertex that uses multiple sets of tex coords
//-----------------------------------------------------------------------------
struct WALLVERTEX
{
D3DXVECTOR3 p;
DWORD dwColor;
FLOAT tu1, tv1;
FLOAT tu2, tv2;
FLOAT tu3, tv3;
};
#define D3DFVF_WALLVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX3 )
#define FILL_WALLVERTEX( v, ax, ay, az, acolor, atu1, atv1, atu2, atv2, atu3, atv3 ) \
{ v.p.x = ax; v.p.y = ay; v.p.z = az; v.dwColor = acolor; \
v.tu1 = atu1; v.tv1 = atv1; v.tu2 = atu2; v.tv2 = atv2;\
v.tu3 = atu3; v.tv3 = atv3;\
}
#define WALL_VERT_NUM 10
struct FLOORCEILINGVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
#define D3DFVF_FLOORCEILINGVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 )
#define FILL_FLOORCEILINGVERTEX( v, ax, ay, az, nx, ny, nz, atu, atv ) \
{ v.p.x = ax; v.p.y = ay; v.p.z = az; v.n.x = nx; v.n.y = ny; v.n.z = nz; \
v.tu = atu; v.tv = atv; \
}
#define FLOORCEILING_VERT_NUM 12
//-----------------------------------------------------------------------------
// Storage of the texture stage states
//-----------------------------------------------------------------------------
WORD g_wT0COp, g_wT1COp, g_wT2COp;
WORD g_wT0CArg1, g_wT1CArg1, g_wT2CArg1;
WORD g_wT0CArg2, g_wT1CArg2, g_wT2CArg2;
WORD g_wT0AOp, g_wT1AOp, g_wT2AOp;
WORD g_wT0AArg1, g_wT1AArg1, g_wT2AArg1;
WORD g_wT0AArg2, g_wT1AArg2, g_wT2AArg2;
DWORD g_dwTextureFactor = 0xffffffff;
DWORD g_dwDiffuseColor = 0xffffffff;
DWORD g_dwMaxTextureBlendStages = 0;
//-----------------------------------------------------------------------------
// Function prototypes and global (or static) variables
//-----------------------------------------------------------------------------
LPDIRECT3DTEXTURE8 g_pFloorTexture = NULL;
LPDIRECT3DTEXTURE8 g_pTexture0 = NULL;
LPDIRECT3DTEXTURE8 g_pTexture1 = NULL;
LPDIRECT3DTEXTURE8 g_pTexture2 = NULL;
// Filenames for the textures (one for each texture stage)
BOOL g_bTexturesChanged = FALSE;
TCHAR g_strTexture0[256];
TCHAR g_strTexture1[256];
TCHAR g_strTexture2[256];
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CAppForm::OneTimeSceneInit()
{
m_pFont = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
// Create some textures
_tcscpy( g_strTexture0, _T("env2.bmp") );
_tcscpy( g_strTexture1, _T("spotlite.bmp") );
_tcscpy( g_strTexture2, _T("env3.bmp") );
g_pFloorTexture = NULL;
g_pTexture0 = NULL;
g_pTexture1 = NULL;
g_pTexture2 = NULL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FrameMove()
{
// Setup the world spin matrix
D3DXMATRIX matWorldSpin;
D3DXMatrixRotationY( &matWorldSpin, -m_fTime/9 );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSpin );
// keep texture coordinates in a reasonable range
static FLOAT fTimeKeySub = 0.0f;
FLOAT fTexTimeKey = m_fTime + fTimeKeySub;
if( fTexTimeKey > 160.0f )
{
fTimeKeySub -= 160.0f;
}
WALLVERTEX* pVertices;
m_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );
// Rotate the light map around the walls each frame
for( int i=0; i<(WALL_VERT_NUM/2); i++ )
{
pVertices[2*i+0].tu2 = fTexTimeKey/(WALL_VERT_NUM/2)+i;
pVertices[2*i+1].tu2 = fTexTimeKey/(WALL_VERT_NUM/2)+i;
}
for( i=0; i<WALL_VERT_NUM; i++ )
pVertices[i].dwColor = g_dwDiffuseColor;
m_pVBWalls->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetTextureStageStatesForRendering()
// Desc: Sets up the texture stage, as per the global variables defining each
// stage.
//-----------------------------------------------------------------------------
HRESULT SetTextureStageStatesForRendering( LPDIRECT3DDEVICE8 pd3dDevice )
{
// If new textures were selected, restore them now
if( g_bTexturesChanged )
{
SAFE_RELEASE( g_pFloorTexture );
SAFE_RELEASE( g_pTexture0 );
SAFE_RELEASE( g_pTexture1 );
SAFE_RELEASE( g_pTexture2 );
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, _T("floor.bmp"), &g_pFloorTexture ) ) )
g_pFloorTexture = NULL;
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture0, &g_pTexture0 ) ) )
g_pTexture0 = NULL;
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture1, &g_pTexture1 ) ) )
g_pTexture1 = NULL;
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture2, &g_pTexture2 ) ) )
g_pTexture2 = NULL;
g_bTexturesChanged = FALSE;
}
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, g_dwTextureFactor );
pd3dDevice->SetTexture( 0, g_pTexture0 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, g_wT0CArg1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, g_wT0COp );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, g_wT0CArg2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, g_wT0AArg1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, g_wT0AOp );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, g_wT0AArg2 );
if( g_dwMaxTextureBlendStages > 1 )
{
pd3dDevice->SetTexture( 1, g_pTexture1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, g_wT1CArg1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, g_wT1COp );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, g_wT1CArg2 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, g_wT1AArg1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, g_wT1AOp );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, g_wT1AArg2 );
}
if( g_dwMaxTextureBlendStages > 2)
{
pd3dDevice->SetTexture( 2, g_pTexture2 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, g_wT2CArg1 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, g_wT2COp );
pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, g_wT2CArg2 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAARG1, g_wT2AArg1 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, g_wT2AOp );
pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAARG2, g_wT2AArg2 );
}
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 CAppForm::Render()
{
HRESULT hr;
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return E_FAIL;
// Render the floor and ceiling (using single-textured vertices)
m_pd3dDevice->SetTexture( 0, g_pFloorTexture );
m_pd3dDevice->SetTexture( 1, NULL );
m_pd3dDevice->SetTexture( 2, NULL );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetVertexShader( D3DFVF_FLOORCEILINGVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pVBFloorCeiling, sizeof(FLOORCEILINGVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 4 );
// Setup the texture stages' state
SetTextureStageStatesForRendering( m_pd3dDevice );
// Validate the device. This checks to see if the texture stage states we
// set up are valid for the device. If so, render the object.
DWORD dwNumPasses;
if( SUCCEEDED( hr = m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
{
// Render the multi-textured object
m_pd3dDevice->SetVertexShader( D3DFVF_WALLVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pVBWalls, sizeof(WALLVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 8);
}
TCHAR* pstr;
switch( hr )
{
case D3DERR_UNSUPPORTEDCOLOROPERATION:
pstr = _T("Unsupported color op");
break;
case D3DERR_UNSUPPORTEDCOLORARG:
pstr = _T("Unsupported color arg");
break;
case D3DERR_UNSUPPORTEDALPHAOPERATION:
pstr = _T("Unsupported alpha op");
break;
case D3DERR_UNSUPPORTEDALPHAARG:
pstr = _T("Unsupported alpha arg");
break;
case D3DERR_TOOMANYOPERATIONS:
pstr = _T("Too many texture ops");
break;
case D3DERR_WRONGTEXTUREFORMAT:
pstr = _T("Incompatible texture formats");
break;
case D3DERR_CONFLICTINGRENDERSTATE:
pstr = _T("Conflicting render state");
break;
case S_OK:
pstr = _T("Device validated OK");
break;
default:
pstr = _T("Using DX5 driver");
break;
}
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), pstr );
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InitDeviceObjects()
{
UpdateUIForDeviceCapabilites();
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create the walls vertex buffer
if( FAILED( m_pd3dDevice->CreateVertexBuffer( WALL_VERT_NUM * sizeof(WALLVERTEX),
0, D3DFVF_WALLVERTEX, D3DPOOL_MANAGED, &m_pVBWalls ) ) )
{
return E_FAIL;
}
WALLVERTEX* pVertices;
m_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );
FILL_WALLVERTEX( pVertices[ 0], -5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 0.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 1], -5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 0.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 2], 5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 1.00f, 1.0f, 0.00, 1.0f, 0.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 3], 5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 1.00f, 0.0f, 0.00, 0.0f, 0.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 4], 5.0f,-5.0f,-5.0f, g_dwDiffuseColor, 2.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 5], 5.0f, 5.0f,-5.0f, g_dwDiffuseColor, 2.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 6], -5.0f,-5.0f,-5.0f, g_dwDiffuseColor, 3.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 7], -5.0f, 5.0f,-5.0f, g_dwDiffuseColor, 3.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 8], -5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 4.00f, 1.0f, 0.00, 1.0f, 0.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 9], -5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 4.00f, 0.0f, 0.00, 0.0f, 0.00, 0.0f );
m_pVBWalls->Unlock();
// Create the floor/ceiling vertex buffer
if( FAILED( m_pd3dDevice->CreateVertexBuffer( FLOORCEILING_VERT_NUM * sizeof(FLOORCEILINGVERTEX),
0, D3DFVF_FLOORCEILINGVERTEX, D3DPOOL_MANAGED, &m_pVBFloorCeiling ) ) )
{
return E_FAIL;
}
FLOORCEILINGVERTEX* pFloorVertices;
m_pVBFloorCeiling->Lock( 0, 0, (BYTE**)&pFloorVertices, 0 );
FILL_FLOORCEILINGVERTEX( pFloorVertices[0], -5,-5, 5, 0, 1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[1], 5,-5, 5, 0, 1, 0, 0.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[2], 5,-5,-5, 0, 1, 0, 1.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[3], 5,-5,-5, 0, 1, 0, 1.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[4], -5,-5,-5, 0, 1, 0, 1.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[5], -5,-5, 5, 0, 1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[6], 5, 5,-5, 0,-1, 0, 1.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[7], 5, 5, 5, 0,-1, 0, 0.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[8], -5, 5, 5, 0,-1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[9], -5, 5, 5, 0,-1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[10], -5, 5,-5, 0,-1, 0, 1.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[11], 5, 5,-5, 0,-1, 0, 1.0f, 1.0f );
m_pVBFloorCeiling->Unlock();
g_bTexturesChanged = TRUE; // Force texture reload
g_dwMaxTextureBlendStages = m_d3dCaps.MaxTextureBlendStages;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Create and set up the shine materials w/ textures
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
// Set the transform matrices
D3DXMATRIX matWorld, matView, matProj;
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -4.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 1.0f, 1000.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set any appropiate state
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
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 CAppForm::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pVBWalls );
SAFE_RELEASE( m_pVBFloorCeiling );
SAFE_RELEASE( g_pFloorTexture );
SAFE_RELEASE( g_pTexture0 );
SAFE_RELEASE( g_pTexture1 );
SAFE_RELEASE( g_pTexture2 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FinalCleanup()
{
SAFE_DELETE( m_pFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CAppForm::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetTextureMaps()
// Desc: Changes the texture maps used during rendering of the room.
//-----------------------------------------------------------------------------
VOID CAppForm::SetTextureMaps( const TCHAR* strTexture0, const TCHAR* strTexture1,
const TCHAR* strTexture2 )
{
_tcscpy( g_strTexture0, strTexture0 );
_tcscpy( g_strTexture1, strTexture1 );
_tcscpy( g_strTexture2, strTexture2 );
g_bTexturesChanged = TRUE;
}

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@@ -0,0 +1,68 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by winmain.rc
//
#define IDI_MAIN_ICON 101
#define IDR_MAINFRAME 101
#define IDD_FORMVIEW 102
#define IDR_MAIN_ACCEL 113
#define IDD_SELECTDEVICE 144
#define IDD_VIEWCODE 170
#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 IDC_RENDERVIEW 1050
#define IDC_VIEWCODEEDITBOX 1054
#define IDC_VIEWFULLSCREEN 1059
#define IDC_TEX0_NAME 1100
#define IDC_SELECTTEX0 1101
#define IDC_TEX1_NAME 1108
#define IDC_SELECTTEX1 1109
#define IDC_TEX2_NAME 1116
#define IDC_SELECTTEX2 1117
#define IDC_BLEND_FACTOR 1118
#define IDC_PRESET_EFFECTS 1119
#define IDC_DIFFUSE_COLOR 1120
#define IDC_TEX0_COLOROP 1201
#define IDC_TEX0_COLORARG1 1202
#define IDC_TEX0_COLORARG2 1203
#define IDC_TEX0_ALPHAOP 1204
#define IDC_TEX0_ALPHAARG1 1205
#define IDC_TEX0_ALPHAARG2 1206
#define IDC_TEX1_COLOROP 1301
#define IDC_TEX1_COLORARG1 1302
#define IDC_TEX1_COLORARG2 1303
#define IDC_TEX1_ALPHAOP 1304
#define IDC_TEX1_ALPHAARG1 1305
#define IDC_TEX1_ALPHAARG2 1306
#define IDC_TEX2_COLOROP 1401
#define IDC_TEX2_COLORARG1 1402
#define IDC_TEX2_COLORARG2 1403
#define IDC_TEX2_ALPHAOP 1404
#define IDC_TEX2_ALPHAARG1 1405
#define IDC_TEX2_ALPHAARG2 1406
#define IDM_EXIT 40001
#define IDM_CHANGEDEVICE 40010
#define IDM_ALTENTER 40010
#define IDM_TOGGLEFULLSCREEN 40011
#define IDC_VIEWCODE 40011
#define IDM_PAUSE 40018
#define IDM_SINGLESTEP 40019
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 152
#define _APS_NEXT_COMMAND_VALUE 40020
#define _APS_NEXT_CONTROL_VALUE 1120
#define _APS_NEXT_SYMED_VALUE 102
#endif
#endif

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@@ -0,0 +1,6 @@
// stdafx.cpp : source file that includes just the standard includes
// Gear.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"

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@@ -0,0 +1,25 @@
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__F8D95047_DC20_11D0_9A2C_00C04FD7D17B__INCLUDED_)
#define AFX_STDAFX_H__F8D95047_DC20_11D0_9A2C_00C04FD7D17B__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
#include <afxwin.h> // MFC core and standard components
#include <afxext.h> // MFC extensions
#ifndef _AFX_NO_AFXCMN_SUPPORT
#include <afxcmn.h> // MFC support for Windows Common Controls
#endif // _AFX_NO_AFXCMN_SUPPORT
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__F8D95047_DC20_11D0_9A2C_00C04FD7D17B__INCLUDED_)

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@@ -0,0 +1,149 @@
//-----------------------------------------------------------------------------
// File: TexArgs.h
//
// Desc: Header file to declare texture stage state arguments used for the app.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#ifndef TEX_ARGS_H
#define TEX_ARGS_H
//-----------------------------------------------------------------------------
// String arrays for filling the form's combo boxes
//-----------------------------------------------------------------------------
TCHAR* g_astrPresetEffects[] =
{
_T("Modulate"), _T("Modulate Alpha"), _T("Add"), _T("Decal Alpha"),
_T("Colored Light Map"), _T("Inverse Colored Light Map"),
_T("Single Channel Light Map"), _T("Modulate and Late Add"),
_T("Linear Blend using Texture Alpha"), _T("Linear Blend using Diffuse Alpha"),
_T("Add with smooth saturation"), _T("Multitexture Subtract"),
_T("Add Diffuse to light map then modulate"), _T("Detail Modulate"),
_T("Detail Add"),
NULL
};
TCHAR* g_astrTextureOps[] =
{
// Basics
_T("Disable"),
_T("Select Arg 1"),
_T("Select Arg 2"),
// Modulate
_T("Modulate"),
_T("Modulate 2x"),
_T("Modulate 4x"),
// Add
_T("Add"),
_T("Add Signed"),
_T("Add Signed 2x"),
_T("Subtract"),
_T("Add Smooth"),
// Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
_T("Blend Diffuse"),
_T("Blend Texture"),
_T("Blend Factor"),
// Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
_T("Blend Texture PM"),
_T("Blend Current PM"),
// Specular mapping
_T("Premodulate"),
_T("Modulate Alpha Add Color"),
_T("Modulate Color Add Alpha"),
_T("Modulate Inv Alpha Add Color"),
_T("Modulate Inv Color Add Alpha"),
// Bump mapping
_T("Bump EnvMap"),
_T("Bump EnvMap w/Luminance"),
// DotProduct4
_T("DotProduct3"),
NULL
};
TCHAR* g_astrTextureArgs1[] =
{
_T("Diffuse"), _T("Current"), _T("Texture"),
_T("Diffuse Inv"), _T("Current Inv"), _T("Texture Inv"),
_T("Tex w/Alpha"), NULL
};
TCHAR* g_astrTextureArgs2[] =
{
_T("Diffuse"), _T("Current"), _T("Factor"),
_T("Diffuse Inv"), _T("Current Inv"), _T("Factor Inv"),
_T("Diffuse w/Alpha"), _T("Current w/Alpha"), _T("Factor w/Alpha"),
NULL
};
//-----------------------------------------------------------------------------
// D3DTOP values corresponding to the strings above for the dropdown lists
//-----------------------------------------------------------------------------
WORD aTexOps[] =
{
NULL, D3DTOP_DISABLE, D3DTOP_SELECTARG1, D3DTOP_SELECTARG2,
D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X,
D3DTOP_ADD, D3DTOP_ADDSIGNED, D3DTOP_ADDSIGNED2X, D3DTOP_SUBTRACT,
D3DTOP_ADDSMOOTH, D3DTOP_BLENDDIFFUSEALPHA, D3DTOP_BLENDTEXTUREALPHA,
D3DTOP_BLENDFACTORALPHA, D3DTOP_BLENDTEXTUREALPHAPM,
D3DTOP_BLENDCURRENTALPHA, D3DTOP_PREMODULATE,
D3DTOP_MODULATEALPHA_ADDCOLOR, D3DTOP_MODULATECOLOR_ADDALPHA,
D3DTOP_MODULATEINVALPHA_ADDCOLOR, D3DTOP_MODULATEINVCOLOR_ADDALPHA,
D3DTOP_BUMPENVMAP, D3DTOP_BUMPENVMAPLUMINANCE, D3DTOP_DOTPRODUCT3
};
WORD aTexArgs1[] =
{
NULL, D3DTA_DIFFUSE, D3DTA_CURRENT, D3DTA_TEXTURE,
D3DTA_DIFFUSE|D3DTA_COMPLEMENT, D3DTA_CURRENT|D3DTA_COMPLEMENT,
D3DTA_TEXTURE|D3DTA_COMPLEMENT, D3DTA_TEXTURE|D3DTA_ALPHAREPLICATE
};
WORD aTexArgs2[] =
{
NULL, D3DTA_DIFFUSE, D3DTA_CURRENT, D3DTA_TFACTOR,
D3DTA_COMPLEMENT|D3DTA_DIFFUSE, D3DTA_COMPLEMENT|D3DTA_CURRENT,
D3DTA_COMPLEMENT|D3DTA_TFACTOR,
D3DTA_ALPHAREPLICATE|D3DTA_DIFFUSE, D3DTA_ALPHAREPLICATE|D3DTA_CURRENT,
D3DTA_ALPHAREPLICATE|D3DTA_TFACTOR,
};
//-----------------------------------------------------------------------------
// Enumerated values to relate the combo box strings (listed above) with the
// combo box indices.
//-----------------------------------------------------------------------------
enum _TEXOPS { toDISABLE, toSELECTARG1, toSELECTARG2,
toMODULATE, toMODULATE2X, toMODULATE4X, toADD,
toADDSIGNED, toADDSIGNED2X, toSUBTRACT,
toADDSMOOTH, toBLENDDIFFUSE, toBLENDTEXTURE,
toBLENDFACTOR };
enum _TEXARGS1 { ta1DIFFUSE, ta1CURRENT, ta1TEXTURE, ta1INVDIFFUSE,
ta1INVCURRENT, ta1INVTEXTURE, ta1ALPHATEXTURE };
enum _TEXARGS2 { ta2DIFFUSE, ta2CURRENT, ta2FACTOR,
ta2INVDIFFUSE, ta2INVCURRENT, ta2INVFACTOR,
ta2ALPHADIFFUSE, ta2ALPHACURRENT, ta2ALPHAFACTOR };
#endif

View File

@@ -0,0 +1,251 @@
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.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.
IDR_MAINFRAME ICON DISCARDABLE "DirectX.ico"
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""afxres.h""\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_RETURN, IDM_PAUSE, VIRTKEY, NOINVERT
VK_RETURN, IDM_ALTENTER, VIRTKEY, ALT, NOINVERT
VK_SPACE, IDM_SINGLESTEP, VIRTKEY, NOINVERT
END
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_FORMVIEW DIALOGEX 0, 0, 416, 181
STYLE WS_CHILD
FONT 8, "MS Shell Dlg"
BEGIN
PUSHBUTTON "Change &Device...",IDM_CHANGEDEVICE,10,160,62,15
PUSHBUTTON "View Full&screen",IDC_VIEWFULLSCREEN,74,160,62,15
CONTROL "",IDC_RENDERVIEW,"Static",SS_BLACKFRAME,5,35,135,115,
WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE
PUSHBUTTON "View &code...",IDC_VIEWCODE,348,160,62,15
EDITTEXT IDC_TEX0_NAME,201,30,49,14,ES_AUTOHSCROLL
PUSHBUTTON "...",IDC_SELECTTEX0,250,30,15,14
EDITTEXT IDC_TEX1_NAME,270,30,50,14,ES_AUTOHSCROLL
PUSHBUTTON "...",IDC_SELECTTEX1,320,30,15,14
EDITTEXT IDC_TEX2_NAME,340,30,50,14,ES_AUTOHSCROLL
PUSHBUTTON "...",IDC_SELECTTEX2,390,30,15,14
LTEXT "Color Arg 1",IDC_STATIC,150,50,44,15,SS_CENTERIMAGE
LTEXT "Color Op",IDC_STATIC,150,65,44,15,SS_CENTERIMAGE
LTEXT "Color Arg 2",IDC_STATIC,150,80,44,16,SS_CENTERIMAGE
LTEXT "Alpha Arg 1",IDC_STATIC,150,100,44,15,SS_CENTERIMAGE
LTEXT "Alpha Op",IDC_STATIC,150,115,44,15,SS_CENTERIMAGE
CTEXT "Stage 0",IDC_STATIC,201,10,64,15,SS_CENTERIMAGE
CTEXT "Stage 1",IDC_STATIC,270,10,65,15,SS_CENTERIMAGE
CTEXT "Stage 2",IDC_STATIC,340,10,65,15,SS_CENTERIMAGE
EDITTEXT IDC_BLEND_FACTOR,200,160,40,14,ES_AUTOHSCROLL
COMBOBOX IDC_PRESET_EFFECTS,10,10,125,70,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
GROUPBOX "Options",IDC_STATIC,145,150,270,30
GROUPBOX "Texture Stages",IDC_STATIC,145,0,270,150
LTEXT "Alpha Arg 2",IDC_STATIC,150,130,44,15,SS_CENTERIMAGE
LTEXT "Texture File",IDC_STATIC,150,30,44,15,SS_CENTERIMAGE
LTEXT "BlendFactor",IDC_STATIC,150,160,45,15,SS_CENTERIMAGE
GROUPBOX "Preset Texture Stage Effects",IDC_STATIC,5,0,135,30
GROUPBOX "Device Options",IDC_STATIC,5,150,135,30
COMBOBOX IDC_TEX0_COLORARG2,200,79,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX0_COLOROP,200,65,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX0_COLORARG1,200,50,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX0_ALPHAARG2,200,129,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX0_ALPHAOP,200,116,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX0_ALPHAARG1,200,100,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX1_COLORARG2,270,79,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX1_COLOROP,270,65,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX1_COLORARG1,270,50,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX1_ALPHAARG2,270,129,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX1_ALPHAOP,270,116,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX1_ALPHAARG1,270,100,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX2_COLORARG2,340,79,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX2_COLOROP,340,65,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX2_COLORARG1,340,50,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX2_ALPHAARG2,340,129,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX2_ALPHAOP,340,116,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_TEX2_ALPHAARG1,340,100,65,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
EDITTEXT IDC_DIFFUSE_COLOR,300,160,40,14,ES_AUTOHSCROLL
LTEXT "Diffuse Color",IDC_STATIC,250,160,45,15,SS_CENTERIMAGE
END
IDD_VIEWCODE DIALOG DISCARDABLE 0, 0, 366, 140
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Direct3D Texture Stage Code"
FONT 8, "MS Shell Dlg"
BEGIN
DEFPUSHBUTTON "OK",IDOK,309,119,50,14
EDITTEXT IDC_VIEWCODEEDITBOX,5,5,354,107,ES_MULTILINE |
WS_VSCROLL
END
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
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_FORMVIEW, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 408
TOPMARGIN, 7
BOTTOMMARGIN, 176
END
IDD_VIEWCODE, DIALOG
BEGIN
RIGHTMARGIN, 359
TOPMARGIN, 7
END
IDD_SELECTDEVICE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 259
TOPMARGIN, 7
END
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Menu
//
IDR_MAINFRAME MENU DISCARDABLE
BEGIN
POPUP "&File"
BEGIN
MENUITEM "Change &device...", IDM_CHANGEDEVICE
MENUITEM SEPARATOR
MENUITEM "E&xit", ID_APP_EXIT
END
END
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED