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:
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//-----------------------------------------------------------------------------
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// File: ShadowVolume.cpp
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//
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// Desc: Example code showing how to use stencil buffers to implement shadow
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// volumes.
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <math.h>
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#include <stdio.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DUtil.h"
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#include "D3DFile.h"
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#include "D3DFont.h"
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#include "DXUtil.h"
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//-----------------------------------------------------------------------------
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// External definitions and prototypes
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//-----------------------------------------------------------------------------
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inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
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struct VERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu, tv;
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};
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struct SHADOWVERTEX
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{
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D3DXVECTOR4 p;
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D3DCOLOR color;
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};
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#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
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#define D3DFVF_SHADOWVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
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//-----------------------------------------------------------------------------
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// Name: struct ShadowVolume
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// Desc: A shadow volume object
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//-----------------------------------------------------------------------------
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class ShadowVolume
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{
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D3DXVECTOR3 m_pVertices[32000]; // Vertex data for rendering shadow volume
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DWORD m_dwNumVertices;
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public:
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VOID Reset() { m_dwNumVertices = 0L; }
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HRESULT BuildFromMesh( LPD3DXMESH pObject, D3DXVECTOR3 vLight );
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HRESULT Render( LPDIRECT3DDEVICE8 pd3dDevice );
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};
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont;
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CD3DArcBall m_ArcBall;
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CD3DMesh* m_pAirplane;
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CD3DMesh* m_pTerrainObject;
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ShadowVolume* m_pShadowVolume;
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D3DXMATRIX m_matObjectMatrix;
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D3DXMATRIX m_matTerrainMatrix;
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LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
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HRESULT DrawShadow();
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HRESULT RenderShadow();
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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public:
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT ShadowVolume::Render( LPDIRECT3DDEVICE8 pd3dDevice )
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{
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pd3dDevice->SetVertexShader( D3DFVF_XYZ );
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return pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_dwNumVertices/3,
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m_pVertices, sizeof(D3DXVECTOR3) );
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}
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//-----------------------------------------------------------------------------
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// Name: AddEdge()
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// Desc: Adds an edge to a list of silohuette edges of a shadow volume.
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//-----------------------------------------------------------------------------
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VOID AddEdge( WORD* pEdges, DWORD& dwNumEdges, WORD v0, WORD v1 )
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{
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// Remove interior edges (which appear in the list twice)
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for( DWORD i=0; i < dwNumEdges; i++ )
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{
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if( ( pEdges[2*i+0] == v0 && pEdges[2*i+1] == v1 ) ||
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( pEdges[2*i+0] == v1 && pEdges[2*i+1] == v0 ) )
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{
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if( dwNumEdges > 1 )
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{
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pEdges[2*i+0] = pEdges[2*(dwNumEdges-1)+0];
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pEdges[2*i+1] = pEdges[2*(dwNumEdges-1)+1];
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}
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dwNumEdges--;
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return;
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}
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}
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pEdges[2*dwNumEdges+0] = v0;
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pEdges[2*dwNumEdges+1] = v1;
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dwNumEdges++;
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}
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//-----------------------------------------------------------------------------
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// Name: BuildFromMesh()
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// Desc: Takes a mesh as input, and uses it to build a shadowvolume. The
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// technique used considers each triangle of the mesh, and adds it's
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// edges to a temporary list. The edge list is maintained, such that
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// only silohuette edges are kept. Finally, the silohuette edges are
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// extruded to make the shadow volume vertex list.
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//-----------------------------------------------------------------------------
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HRESULT ShadowVolume::BuildFromMesh( LPD3DXMESH pMesh, D3DXVECTOR3 vLight )
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{
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// Note: the MESHVERTEX format depends on the FVF of the mesh
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struct MESHVERTEX { D3DXVECTOR3 p, n; FLOAT tu, tv; };
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DWORD dwFVF = pMesh->GetFVF();
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MESHVERTEX* pVertices;
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WORD* pIndices;
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// Lock the geometry buffers
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pMesh->LockVertexBuffer( 0L, (BYTE**)&pVertices );
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pMesh->LockIndexBuffer( 0L, (BYTE**)&pIndices );
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DWORD dwNumVertices = pMesh->GetNumVertices();
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DWORD dwNumFaces = pMesh->GetNumFaces();
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// Allocate a temporary edge list
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WORD* pEdges = new WORD[dwNumFaces*6];
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DWORD dwNumEdges = 0;
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// For each face
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for( DWORD i=0; i<dwNumFaces; i++ )
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{
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WORD wFace0 = pIndices[3*i+0];
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WORD wFace1 = pIndices[3*i+1];
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WORD wFace2 = pIndices[3*i+2];
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D3DXVECTOR3 v0 = pVertices[wFace0].p;
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D3DXVECTOR3 v1 = pVertices[wFace1].p;
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D3DXVECTOR3 v2 = pVertices[wFace2].p;
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// Transform vertices or transform light?
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D3DXVECTOR3 vNormal;
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D3DXVec3Cross( &vNormal, &(v2-v1), &(v1-v0) );
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if( D3DXVec3Dot( &vNormal, &vLight ) >= 0.0f )
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{
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AddEdge( pEdges, dwNumEdges, wFace0, wFace1 );
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AddEdge( pEdges, dwNumEdges, wFace1, wFace2 );
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AddEdge( pEdges, dwNumEdges, wFace2, wFace0 );
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}
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}
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for( i=0; i<dwNumEdges; i++ )
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{
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D3DXVECTOR3 v1 = pVertices[pEdges[2*i+0]].p;
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D3DXVECTOR3 v2 = pVertices[pEdges[2*i+1]].p;
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D3DXVECTOR3 v3 = v1 - vLight*10;
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D3DXVECTOR3 v4 = v2 - vLight*10;
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// Add a quad (two triangles) to the vertex list
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m_pVertices[m_dwNumVertices++] = v1;
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m_pVertices[m_dwNumVertices++] = v2;
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m_pVertices[m_dwNumVertices++] = v3;
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m_pVertices[m_dwNumVertices++] = v2;
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m_pVertices[m_dwNumVertices++] = v4;
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m_pVertices[m_dwNumVertices++] = v3;
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}
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// Delete the temporary edge list
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delete[] pEdges;
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// Unlock the geometry buffers
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pMesh->UnlockVertexBuffer();
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pMesh->UnlockIndexBuffer();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("ShadowVolume: RealTime Shadows Using The StencilBuffer");
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m_bUseDepthBuffer = TRUE;
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m_dwMinDepthBits = 16;
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m_dwMinStencilBits = 4;
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m_bShowCursorWhenFullscreen = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pAirplane = new CD3DMesh();
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m_pTerrainObject = new CD3DMesh();
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m_pShadowVolume = NULL;
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m_pBigSquareVB = NULL;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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// Construct a shadow volume object;
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m_pShadowVolume = new ShadowVolume();
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// Set cursor to indicate that user can move the object with the mouse
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#ifdef _WIN64
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SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
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#else
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SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
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#endif
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Setup the world spin matrix
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D3DXMatrixTranslation( &m_matTerrainMatrix, 0.0f, 0.0f, 0.0f );
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// Setup viewing postion from ArcBall
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m_matObjectMatrix = *m_ArcBall.GetRotationMatrix();
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D3DXMatrixMultiply( &m_matObjectMatrix, &m_matObjectMatrix, m_ArcBall.GetTranslationMatrix() );
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// Move the light
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FLOAT Lx = 5;
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FLOAT Ly = 5;
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FLOAT Lz = -5;
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D3DLIGHT8 light;
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D3DUtil_InitLight( light, D3DLIGHT_POINT, Lx, Ly, Lz );
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light.Attenuation0 = 0.9f;
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light.Attenuation1 = 0.0f;
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m_pd3dDevice->SetLight( 0, &light );
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// Transform the light vector to be in object space
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D3DXVECTOR3 vLight;
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D3DXMATRIX m;
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D3DXMatrixInverse( &m, NULL, &m_matObjectMatrix );
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vLight.x = Lx*m._11 + Ly*m._21 + Lz*m._31 + m._41;
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vLight.y = Lx*m._12 + Ly*m._22 + Lz*m._32 + m._42;
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vLight.z = Lx*m._13 + Ly*m._23 + Lz*m._33 + m._43;
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// Build the shadow volume
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m_pShadowVolume->Reset();
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m_pShadowVolume->BuildFromMesh( m_pAirplane->GetSysMemMesh(), vLight );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RenderShadow()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RenderShadow()
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{
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// Disable z-buffer writes (note: z-testing still occurs), and enable the
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// stencil-buffer
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
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// Dont bother with interpolating color
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m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
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// Set up stencil compare fuction, reference value, and masks.
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// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
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// Note: since we set up the stencil-test to always pass, the STENCILFAIL
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// renderstate is really not needed.
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
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// If ztest passes, inc/decrement stencil buffer value
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m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
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// Make sure that no pixels get drawn to the frame buffer
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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// Draw front-side of shadow volume in stencil/z only
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
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m_pShadowVolume->Render( m_pd3dDevice );
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// Now reverse cull order so back sides of shadow volume are written.
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
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// Decrement stencil buffer value
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECR );
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// Draw back-side of shadow volume in stencil/z only
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
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m_pShadowVolume->Render( m_pd3dDevice );
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// Restore render states
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m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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return S_OK;
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}
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||||
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||||
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||||
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||||
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//-----------------------------------------------------------------------------
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// Name: DrawShadow()
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// Desc: Draws a big gray polygon over scene according to the mask in the
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// stencil buffer. (Any pixel with stencil==1 is in the shadow.)
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DrawShadow()
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{
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// Set renderstates (disable z-buffering, enable stencil, disable fog, and
|
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// turn on alphablending)
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
||||
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||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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||||
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||||
// Only write where stencil val >= 1 (count indicates # of shadows that
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// overlap that pixel)
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m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
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||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
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||||
|
||||
// Draw a big, gray square
|
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m_pd3dDevice->SetVertexShader( D3DFVF_SHADOWVERTEX );
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||||
m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(SHADOWVERTEX) );
|
||||
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
||||
|
||||
// Restore render states
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Called once per frame, the call is the entry point for 3d
|
||||
// rendering. This function sets up render states, clears the
|
||||
// viewport, and renders the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::Render()
|
||||
{
|
||||
// Clear the viewport, zbuffer, and stencil buffer
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
|
||||
0xff0000ff, 1.0f, 0L );
|
||||
|
||||
// Begin the scene
|
||||
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
|
||||
{
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTerrainMatrix );
|
||||
m_pTerrainObject->Render( m_pd3dDevice );
|
||||
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
|
||||
m_pAirplane->Render( m_pd3dDevice );
|
||||
|
||||
/*
|
||||
// Draw shadow volume
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
|
||||
m_pShadowVolume->Render( m_pd3dDevice );
|
||||
*/
|
||||
|
||||
// Render the shadow volume into the stenicl buffer, then add it into
|
||||
// the scene
|
||||
RenderShadow();
|
||||
DrawShadow();
|
||||
|
||||
// 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()
|
||||
{
|
||||
// Initialize the font's internal textures
|
||||
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Load an object to cast the shadow
|
||||
if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
// Load some terrain
|
||||
if( FAILED( m_pTerrainObject->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
// Set a reasonable vertex type
|
||||
m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
|
||||
m_pTerrainObject->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
|
||||
|
||||
// Tweak the terrain vertices
|
||||
{
|
||||
LPDIRECT3DVERTEXBUFFER8 pVB;
|
||||
VERTEX* pVertices;
|
||||
DWORD dwNumVertices = m_pTerrainObject->GetSysMemMesh()->GetNumVertices();
|
||||
|
||||
// Lock the vertex buffer to access the terrain geometry
|
||||
m_pTerrainObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
|
||||
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
|
||||
|
||||
// Add some more bumpiness to the terrain object
|
||||
for( DWORD i=0; i<dwNumVertices; i++ )
|
||||
{
|
||||
pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
|
||||
pVertices[i].p.y += 2*(rand()/(FLOAT)RAND_MAX);
|
||||
pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
|
||||
}
|
||||
|
||||
// Release the vertex buffer
|
||||
pVB->Unlock();
|
||||
pVB->Release();
|
||||
}
|
||||
|
||||
// Create a big square for rendering the stencilbuffer contents
|
||||
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(SHADOWVERTEX),
|
||||
D3DUSAGE_WRITEONLY, D3DFVF_SHADOWVERTEX,
|
||||
D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
|
||||
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()
|
||||
{
|
||||
m_pFont->RestoreDeviceObjects();
|
||||
|
||||
// Initialize the vertex buffers for the file-based objects
|
||||
m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
|
||||
m_pTerrainObject->RestoreDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Create and set up the shine materials w/ textures
|
||||
D3DMATERIAL8 mtrl;
|
||||
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
|
||||
m_pd3dDevice->SetMaterial( &mtrl );
|
||||
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
|
||||
|
||||
// Set the transform matrices
|
||||
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 10.0f, -20.0f );
|
||||
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMATRIX matWorld, matView, matProj;
|
||||
|
||||
D3DXMatrixIdentity( &matWorld );
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
|
||||
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
|
||||
// Turn on fog
|
||||
FLOAT fFogStart = 30.0f;
|
||||
FLOAT fFogEnd = 80.0f;
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0xff0000ff );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_RANGEFOGENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGSTART, FtoDW(fFogStart) );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGEND, FtoDW(fFogEnd) );
|
||||
|
||||
// Set the ArcBall parameters
|
||||
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 2.0f );
|
||||
m_ArcBall.SetRadius( 5.0f );
|
||||
|
||||
m_pd3dDevice->LightEnable( 0, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00303030 );
|
||||
|
||||
// Set the size of the big square shadow
|
||||
SHADOWVERTEX* v;
|
||||
FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
|
||||
FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
|
||||
m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
||||
v[0].p = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
|
||||
v[1].p = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
|
||||
v[2].p = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
|
||||
v[3].p = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
|
||||
v[0].color = 0x7f000000;
|
||||
v[1].color = 0x7f000000;
|
||||
v[2].color = 0x7f000000;
|
||||
v[3].color = 0x7f000000;
|
||||
m_pBigSquareVB->Unlock();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InvalidateDeviceObjects()
|
||||
// Desc: Called when the device-dependent objects are about to be lost.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
||||
{
|
||||
m_pFont->InvalidateDeviceObjects();
|
||||
m_pAirplane->InvalidateDeviceObjects();
|
||||
m_pTerrainObject->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 CMyD3DApplication::DeleteDeviceObjects()
|
||||
{
|
||||
m_pFont->DeleteDeviceObjects();
|
||||
m_pAirplane->Destroy();
|
||||
m_pTerrainObject->Destroy();
|
||||
|
||||
SAFE_RELEASE( m_pBigSquareVB );
|
||||
|
||||
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_pAirplane );
|
||||
SAFE_DELETE( m_pTerrainObject );
|
||||
SAFE_DELETE( m_pShadowVolume );
|
||||
|
||||
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 )
|
||||
{
|
||||
// Make sure device supports point lights
|
||||
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
||||
{
|
||||
if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
|
||||
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 )
|
||||
{
|
||||
// Pass mouse messages to the ArcBall so it can build internal matrices
|
||||
m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
|
||||
|
||||
// Trap the context menu
|
||||
if( WM_CONTEXTMENU == uMsg )
|
||||
return 0;
|
||||
|
||||
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
# Microsoft Developer Studio Project File - Name="ShadowVolume" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=ShadowVolume - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "ShadowVolume.mak".
|
||||
!MESSAGE
|
||||
!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 "ShadowVolume.mak" CFG="ShadowVolume - Win32 Debug"
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||||
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|
||||
!MESSAGE Possible choices for configuration are:
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||||
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|
||||
!MESSAGE "ShadowVolume - Win32 Release" (based on "Win32 (x86) Application")
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||||
!MESSAGE "ShadowVolume - Win32 Debug" (based on "Win32 (x86) Application")
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||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
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||||
CPP=cl.exe
|
||||
MTL=midl.exe
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||||
RSC=rc.exe
|
||||
|
||||
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|
||||
|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
LINK32=link.exe
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||||
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|
||||
# ADD LINK32 d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
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||||
|
||||
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|
||||
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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||||
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||||
# ADD RSC /l 0x409 /d "_DEBUG"
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||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
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 winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
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||||
|
||||
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||||
|
||||
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# Name "ShadowVolume - Win32 Debug"
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||||
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||||
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||||
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||||
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||||
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||||
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||||
|
||||
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|
||||
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||||
|
||||
SOURCE=..\..\..\common\src\d3dapp.cpp
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||||
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||||
# Begin Source File
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||||
|
||||
SOURCE=..\..\..\common\include\d3dapp.h
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||||
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||||
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||||
|
||||
SOURCE=..\..\..\common\src\d3dfile.cpp
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||||
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||||
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||||
|
||||
SOURCE=..\..\..\common\include\d3dfile.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dfont.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\include\d3dfont.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dutil.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\..\..\common\include\d3dutil.h
|
||||
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||||
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|
||||
|
||||
SOURCE=..\..\..\common\src\dxutil.cpp
|
||||
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||||
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|
||||
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|
||||
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|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "ShadowVolume"=.\ShadowVolume.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,251 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on ShadowVolume.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=ShadowVolume - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to ShadowVolume - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "ShadowVolume - Win32 Release" && "$(CFG)" != "ShadowVolume - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(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 "ShadowVolume.mak" CFG="ShadowVolume - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "ShadowVolume - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "ShadowVolume - 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)" == "ShadowVolume - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\ShadowVolume.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\ShadowVolume.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\ShadowVolume.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"$(INTDIR)\ShadowVolume.pch" /YX /Fo"$(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"$(OUTDIR)\ShadowVolume.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\ShadowVolume.pdb" /machine:I386 /out:"$(OUTDIR)\ShadowVolume.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\ShadowVolume.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\ShadowVolume.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "ShadowVolume - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\ShadowVolume.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\ShadowVolume.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\ShadowVolume.exe"
|
||||
-@erase "$(OUTDIR)\ShadowVolume.ilk"
|
||||
-@erase "$(OUTDIR)\ShadowVolume.pdb"
|
||||
|
||||
"$(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)\ShadowVolume.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"$(OUTDIR)\ShadowVolume.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\ShadowVolume.pdb" /debug /machine:I386 /out:"$(OUTDIR)\ShadowVolume.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\ShadowVolume.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\ShadowVolume.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("ShadowVolume.dep")
|
||||
!INCLUDE "ShadowVolume.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "ShadowVolume.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "ShadowVolume - Win32 Release" || "$(CFG)" == "ShadowVolume - 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) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\ShadowVolume.cpp
|
||||
|
||||
"$(INTDIR)\ShadowVolume.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,75 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: ShadowVolume Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The ShadowVolume sample uses stencil buffers to implement real-time shadows.
|
||||
In the sample, a complex object is rendered and used as a shadow-caster, to
|
||||
cast real-time shadows on itself and on the terrain below.
|
||||
|
||||
Stencil buffers are a depth buffer technique that can be updated as
|
||||
geometry is rendered, and used again as a mask for drawing more geometry.
|
||||
Common effects include mirrors, shadows (an advanced technique), dissolves,
|
||||
etc..
|
||||
|
||||
Note that not all cards support all features for all the various stencil
|
||||
buffer techniques (some hardware has no, or limited, stencil buffer
|
||||
support). For more information on stencil buffers, refer to the DirectX SDK
|
||||
documentation.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\StencilBuffer\ShadowVolume
|
||||
Executable: DXSDK\Samples\Multimedia\D3D\Bin
|
||||
|
||||
|
||||
User's Guide
|
||||
============
|
||||
The following keys are implemented. The dropdown menus can be used for the
|
||||
same controls.
|
||||
<Enter> Starts and stops the scene
|
||||
<Space> Advances the scene by a small increment
|
||||
<F1> Shows help or available commands.
|
||||
<F2> Prompts user to select a new rendering device or display mode
|
||||
<Alt+Enter> Toggles between fullscreen and windowed modes
|
||||
<Esc> Exits the app.
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Real-time shadows is a fairly advanced technique. Each frame, or as the
|
||||
geometry or lights in the scene are moves, an object called a shadow volume
|
||||
is computed. A shadow volume is an actual 3D object which is the siholuette
|
||||
of the shadowcasting object, as pretruded away from the light source.
|
||||
|
||||
In this sample, the 3D object which casts shadows is a bi-plane. Each frame,
|
||||
the sihlouette of the plane is computed (using an edge detection algorithm,
|
||||
in which sihlouette edges are found because the normals of adjacent polygons
|
||||
will have opposing normals with respect to the light vector). The resulting
|
||||
edge list (the sihlouette) is pretuded into a 3D object away from the light
|
||||
source. This 3D object is known as the shadow volume, as everypoint inside
|
||||
the volume is inside a shadow.
|
||||
|
||||
Next, the shadow volume is rendering into the stencil buffer twice. First,
|
||||
only forward-facing polygons are rendering, and the stencil buffer values
|
||||
are incremented each time. Then the back-facing polygons of the shadow
|
||||
volume are drawm, decrementing values in the stencil buffer. Normally, all
|
||||
incremented and decremented values would cancel each other out. However,
|
||||
because the scene was already rendered with normal geometry (the plane and
|
||||
the terrain, in this case), some pixels will fail the zbuffer test as the
|
||||
shadowvolume is rendered. Any values left in the stencil buffer correspond
|
||||
to pixels that are in the shadow.
|
||||
|
||||
Finally, these remaining stencil buffer contents are used as a mask, as a
|
||||
large all-encompassing black quad is alpha-blended into the scene. With the
|
||||
stencil buffer as a mask, only pixels in shadow are darkened
|
||||
|
||||
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
|
||||
@@ -0,0 +1,35 @@
|
||||
//{{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
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_3D_CONTROLS 1
|
||||
#define _APS_NEXT_RESOURCE_VALUE 146
|
||||
#define _APS_NEXT_COMMAND_VALUE 40011
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
@@ -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
|
||||
|
||||
@@ -0,0 +1,441 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: StencilDepth.cpp
|
||||
//
|
||||
// Desc: Example code showing how to use stencil buffers to show the depth
|
||||
// complexity of a scene.
|
||||
//
|
||||
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#define STRICT
|
||||
#include <D3DX8.h>
|
||||
#include "D3DApp.h"
|
||||
#include "D3DFile.h"
|
||||
#include "D3DFont.h"
|
||||
#include "D3DUtil.h"
|
||||
#include "DXUtil.h"
|
||||
#include "resource.h"
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: class CMyD3DApplication
|
||||
// Desc: Application class. The base class (CD3DApplication) provides the
|
||||
// generic functionality needed in all Direct3D samples. CMyD3DApplication
|
||||
// adds functionality specific to this sample program.
|
||||
//-----------------------------------------------------------------------------
|
||||
class CMyD3DApplication : public CD3DApplication
|
||||
{
|
||||
CD3DFont* m_pFont;
|
||||
BOOL m_bShowDepthComplexity;
|
||||
CD3DFile* m_pFileObject;
|
||||
|
||||
LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
|
||||
|
||||
VOID SetStatesForRecordingDepthComplexity();
|
||||
VOID ShowDepthComplexity();
|
||||
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
|
||||
|
||||
D3DXMATRIX m_matWorldMatrix;
|
||||
|
||||
protected:
|
||||
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("StencilDepth: Displaying Depth Complexity");
|
||||
m_bUseDepthBuffer = TRUE;
|
||||
m_dwMinDepthBits = 16;
|
||||
m_dwMinStencilBits = 4;
|
||||
|
||||
m_bShowDepthComplexity = TRUE;
|
||||
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
|
||||
m_pFileObject = new CD3DFile();
|
||||
m_pBigSquareVB = NULL;
|
||||
|
||||
D3DXMatrixIdentity( &m_matWorldMatrix );
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: OneTimeSceneInit()
|
||||
// Desc: Called during initial app startup, this function performs all the
|
||||
// permanent initialization.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::OneTimeSceneInit()
|
||||
{
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: FrameMove()
|
||||
// Desc: Called once per frame, the call is the entry point for animating
|
||||
// the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::FrameMove()
|
||||
{
|
||||
// Setup the world spin matrix
|
||||
D3DXMatrixRotationAxis( &m_matWorldMatrix, &D3DXVECTOR3(1.0f,1.0f,0.0f), m_fTime/2 );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: SetStatesForRecordingDepthComplexity()
|
||||
// Desc: Turns on stencil and other states for recording the depth complexity
|
||||
// during the rendering of a scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID CMyD3DApplication::SetStatesForRecordingDepthComplexity()
|
||||
{
|
||||
// Clear the stencil buffer
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_STENCIL, 0x0, 1.0f, 0L );
|
||||
|
||||
// Turn stenciling
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
|
||||
|
||||
// Increment the stencil buffer for each pixel drawn
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: ShowDepthComplexity()
|
||||
// Desc: Draws the contents of the stencil buffer in false color. Use alpha
|
||||
// blending of one red, one green, and one blue rectangle to do false
|
||||
// coloring of bits 1, 2, and 4 in the stencil buffer.
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID CMyD3DApplication::ShowDepthComplexity()
|
||||
{
|
||||
// Turn off the buffer, and enable alpha blending
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );
|
||||
|
||||
// Set up the stencil states
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
|
||||
|
||||
// Set the background to black
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L );
|
||||
|
||||
// Set render states for drawing a rectangle that covers the viewport.
|
||||
// The color of the rectangle will be passed in D3DRS_TEXTUREFACTOR
|
||||
m_pd3dDevice->SetVertexShader( D3DFVF_XYZRHW );
|
||||
m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(D3DXVECTOR4) );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
||||
|
||||
// Draw a red rectangle wherever the 1st stencil bit is set
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
|
||||
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
||||
|
||||
// Draw a green rectangle wherever the 2nd stencil bit is set
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
|
||||
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
||||
|
||||
// Draw a blue rectangle wherever the 3rd stencil bit is set
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
|
||||
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
||||
|
||||
// Restore states
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Called once per frame, the call is the entry point for 3d
|
||||
// rendering. This function sets up render states, clears the
|
||||
// viewport, and renders the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::Render()
|
||||
{
|
||||
// Clear the viewport
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff,
|
||||
1.0f, 0L );
|
||||
|
||||
// Begin the scene
|
||||
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
|
||||
{
|
||||
if( m_bShowDepthComplexity )
|
||||
SetStatesForRecordingDepthComplexity();
|
||||
|
||||
// Render the scene
|
||||
m_pFileObject->Render( m_pd3dDevice, &m_matWorldMatrix );
|
||||
|
||||
// Show the depth complexity of the scene
|
||||
if( m_bShowDepthComplexity )
|
||||
ShowDepthComplexity();
|
||||
|
||||
// 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()
|
||||
{
|
||||
// Initialize the font's internal textures
|
||||
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Load a .X file
|
||||
if( FAILED( m_pFileObject->Create( m_pd3dDevice, _T("Heli.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
// Create a big square for rendering the stencilbuffer contents
|
||||
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
|
||||
D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
|
||||
D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RestoreDeviceObjects()
|
||||
// Desc: Initialize scene objects.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
m_pFont->RestoreDeviceObjects();
|
||||
|
||||
if( FAILED( hr = m_pFileObject->RestoreDeviceObjects( m_pd3dDevice ) ) )
|
||||
return hr;
|
||||
|
||||
// Setup textures (the .X file may have textures)
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00000000 );
|
||||
|
||||
// Set the transform matrices
|
||||
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-15.0f );
|
||||
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMATRIX matWorld, matView, matProj;
|
||||
|
||||
D3DXMatrixIdentity( &m_matWorldMatrix );
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
|
||||
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
|
||||
// Setup a material
|
||||
D3DMATERIAL8 mtrl;
|
||||
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
|
||||
m_pd3dDevice->SetMaterial( &mtrl );
|
||||
|
||||
D3DLIGHT8 light;
|
||||
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 0.0f );
|
||||
m_pd3dDevice->SetLight( 0, &light );
|
||||
m_pd3dDevice->LightEnable( 0, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
|
||||
|
||||
// Resize the quad used to render the stencilbuffer contents
|
||||
D3DXVECTOR4* v;
|
||||
FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
|
||||
FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
|
||||
m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
||||
v[0] = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
|
||||
v[1] = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
|
||||
v[2] = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
|
||||
v[3] = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
|
||||
m_pBigSquareVB->Unlock();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InvalidateDeviceObjects()
|
||||
// Desc:
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
||||
{
|
||||
m_pFont->InvalidateDeviceObjects();
|
||||
m_pFileObject->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 CMyD3DApplication::DeleteDeviceObjects()
|
||||
{
|
||||
m_pFont->DeleteDeviceObjects();
|
||||
m_pFileObject->Destroy();
|
||||
|
||||
SAFE_RELEASE( m_pBigSquareVB );
|
||||
|
||||
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_pFileObject );
|
||||
|
||||
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 )
|
||||
{
|
||||
// Make sure device supports directional lights
|
||||
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
||||
{
|
||||
if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: MsgProc()
|
||||
// Desc: Overrrides the main WndProc, so the sample can do custom message
|
||||
// handling (e.g. processing mouse, keyboard, or menu commands).
|
||||
//-----------------------------------------------------------------------------
|
||||
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
|
||||
LPARAM lParam )
|
||||
{
|
||||
if( WM_COMMAND == uMsg )
|
||||
{
|
||||
switch( LOWORD(wParam) )
|
||||
{
|
||||
case IDM_SHOWDEPTHCOMPLEXITY:
|
||||
m_bShowDepthComplexity = !m_bShowDepthComplexity;
|
||||
CheckMenuItem( GetMenu(hWnd), IDM_SHOWDEPTHCOMPLEXITY,
|
||||
m_bShowDepthComplexity ? MF_CHECKED : MF_UNCHECKED );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
# Microsoft Developer Studio Project File - Name="StencilDepth" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=StencilDepth - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "StencilDepth.mak".
|
||||
!MESSAGE
|
||||
!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 "StencilDepth.mak" CFG="StencilDepth - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "StencilDepth - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "StencilDepth - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "StencilDepth - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "StencilDepth - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
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 winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "StencilDepth - Win32 Release"
|
||||
# Name "StencilDepth - Win32 Debug"
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\resource.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\winmain.rc
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Common"
|
||||
|
||||
# PROP Default_Filter ""
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dapp.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\include\d3dapp.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dfile.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\include\d3dfile.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dfont.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\include\d3dfont.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\include\d3dutil.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\src\dxutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\..\common\include\dxutil.h
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StencilDepth.cpp
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "StencilDepth"=.\StencilDepth.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
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||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,251 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on StencilDepth.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=StencilDepth - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to StencilDepth - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "StencilDepth - Win32 Release" && "$(CFG)" != "StencilDepth - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(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 "StencilDepth.mak" CFG="StencilDepth - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "StencilDepth - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "StencilDepth - 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)" == "StencilDepth - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\StencilDepth.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\StencilDepth.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\StencilDepth.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"$(INTDIR)\StencilDepth.pch" /YX /Fo"$(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"$(OUTDIR)\StencilDepth.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\StencilDepth.pdb" /machine:I386 /out:"$(OUTDIR)\StencilDepth.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\StencilDepth.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\StencilDepth.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "StencilDepth - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\StencilDepth.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\StencilDepth.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\winmain.res"
|
||||
-@erase "$(OUTDIR)\StencilDepth.exe"
|
||||
-@erase "$(OUTDIR)\StencilDepth.ilk"
|
||||
-@erase "$(OUTDIR)\StencilDepth.pdb"
|
||||
|
||||
"$(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)\StencilDepth.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"$(OUTDIR)\StencilDepth.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\StencilDepth.pdb" /debug /machine:I386 /out:"$(OUTDIR)\StencilDepth.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\StencilDepth.obj" \
|
||||
"$(INTDIR)\winmain.res"
|
||||
|
||||
"$(OUTDIR)\StencilDepth.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("StencilDepth.dep")
|
||||
!INCLUDE "StencilDepth.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "StencilDepth.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "StencilDepth - Win32 Release" || "$(CFG)" == "StencilDepth - 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) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\StencilDepth.cpp
|
||||
|
||||
"$(INTDIR)\StencilDepth.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,57 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: StencilDepth Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The StencilDepth sample uses stencil buffers to display the depth complexity
|
||||
of a scene. The depth complextity of a scene is defined as the average
|
||||
number of times each pixel is rendered to.
|
||||
|
||||
Stencil buffers are a depth buffer technique that can be updated as
|
||||
geometry is rendered, and used again as a mask for drawing more geometry.
|
||||
Common effects include mirrors, shadows (an advanced technique), dissolves,
|
||||
etc..
|
||||
|
||||
Note that not all cards support all features for all the various stencil
|
||||
buffer techniques (some hardware has no, or limited, stencil buffer
|
||||
support). For more information on stencil buffers, refer to the DirectX SDK
|
||||
documentation.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\StencilBuffer\StencilDepth
|
||||
Executable: DXSDK\Samples\Multimedia\D3D\Bin
|
||||
|
||||
|
||||
User's Guide
|
||||
============
|
||||
The following keys are implemented. The dropdown menus can be used for the
|
||||
same controls.
|
||||
<Enter> Starts and stops the scene
|
||||
<Space> Advances the scene by a small increment
|
||||
<F1> Shows help or available commands.
|
||||
<F2> Prompts user to select a new rendering device or display mode
|
||||
<Alt+Enter> Toggles between fullscreen and windowed modes
|
||||
<Esc> Exits the app.
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Displaying depth complexity is a valuable tool to analyze the performance of
|
||||
a scene. Scenes with high amounts of overdraw could benefit from some scene
|
||||
optimization, such as sorting the geometry in a front-to-back order.
|
||||
|
||||
Note that not all cards support all features for all the various stencil
|
||||
buffer techniques (some hardware has no, or limited, stencil buffer
|
||||
support). For more information on stencil buffers, refer to the DirectX SDK
|
||||
documentation.
|
||||
|
||||
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
|
||||
@@ -0,0 +1,36 @@
|
||||
//{{NO_DEPENDENCIES}}
|
||||
// Microsoft Developer Studio generated include file.
|
||||
// Used by WinMain.rc
|
||||
//
|
||||
#define IDI_MAIN_ICON 101
|
||||
#define IDR_MAIN_ACCEL 113
|
||||
#define IDR_MENU 141
|
||||
#define IDR_POPUP 142
|
||||
#define IDD_SELECTDEVICE 144
|
||||
#define IDC_DEVICE_COMBO 1000
|
||||
#define IDC_MODE_COMBO 1001
|
||||
#define IDC_ADAPTER_COMBO 1002
|
||||
#define IDC_FULLSCREENMODES_COMBO 1003
|
||||
#define IDC_MULTISAMPLE_COMBO 1005
|
||||
#define IDC_WINDOWED_CHECKBOX 1012
|
||||
#define IDC_FULLSCREEN_TEXT 1014
|
||||
#define IDC_WINDOW 1016
|
||||
#define IDC_FULLSCREEN 1018
|
||||
#define IDM_CHANGEDEVICE 40002
|
||||
#define IDM_TOGGLEFULLSCREEN 40003
|
||||
#define IDM_TOGGLESTART 40004
|
||||
#define IDM_SINGLESTEP 40005
|
||||
#define IDM_EXIT 40006
|
||||
#define IDM_SHOWDEPTHCOMPLEXITY 40011
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_3D_CONTROLS 1
|
||||
#define _APS_NEXT_RESOURCE_VALUE 146
|
||||
#define _APS_NEXT_COMMAND_VALUE 40012
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
@@ -0,0 +1,184 @@
|
||||
//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
|
||||
POPUP "&Options"
|
||||
BEGIN
|
||||
MENUITEM "&Show &depth complexity", IDM_SHOWDEPTHCOMPLEXITY
|
||||
, CHECKED
|
||||
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
|
||||
|
||||
@@ -0,0 +1,564 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: StencilMirror.cpp
|
||||
//
|
||||
// Desc: Example code showing how to use stencil buffers to implement planar
|
||||
// mirrors.
|
||||
//
|
||||
// Note: This code uses the D3D Framework helper library.
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#define STRICT
|
||||
#include <math.h>
|
||||
#include <D3DX8.h>
|
||||
#include "D3DApp.h"
|
||||
#include "D3DFile.h"
|
||||
#include "D3DFont.h"
|
||||
#include "D3DUtil.h"
|
||||
#include "DXUtil.h"
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Custom vertex types
|
||||
//-----------------------------------------------------------------------------
|
||||
struct MESHVERTEX
|
||||
{
|
||||
D3DXVECTOR3 p;
|
||||
D3DXVECTOR3 n;
|
||||
FLOAT tu, tv;
|
||||
};
|
||||
|
||||
struct MIRRORVERTEX
|
||||
{
|
||||
D3DXVECTOR3 p;
|
||||
D3DXVECTOR3 n;
|
||||
};
|
||||
|
||||
#define D3DFVF_MESHVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
|
||||
#define D3DFVF_MIRRORVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
|
||||
|
||||
#define FOG_COLOR 0x00000080
|
||||
|
||||
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
|
||||
|
||||
inline FLOAT HeightField( FLOAT x, FLOAT z )
|
||||
{
|
||||
FLOAT y = 0.0f;
|
||||
y += 7.0f * cosf( 0.051f*x + 0.0f ) * sinf( 0.055f*x + 0.0f );
|
||||
y += 7.0f * cosf( 0.053f*z + 0.0f ) * sinf( 0.057f*z + 0.0f );
|
||||
y += 1.0f * cosf( 0.101f*x + 0.0f ) * sinf( 0.105f*x + 0.0f );
|
||||
y += 1.0f * cosf( 0.103f*z + 0.0f ) * sinf( 0.107f*z + 0.0f );
|
||||
y += 1.0f * cosf( 0.251f*x + 0.0f ) * sinf( 0.255f*x + 0.0f );
|
||||
y += 1.0f * cosf( 0.253f*z + 0.0f ) * sinf( 0.257f*z + 0.0f );
|
||||
return y;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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
|
||||
{
|
||||
CD3DFont* m_pFont;
|
||||
|
||||
LPDIRECT3DVERTEXBUFFER8 m_pMirrorVB;
|
||||
D3DMATERIAL8 m_mtrlMirrorMaterial; // Material of the mirror
|
||||
D3DXMATRIX m_matMirrorMatrix; // Matrix to position mirror
|
||||
|
||||
CD3DFile* m_pTerrain; // X file of terrain
|
||||
D3DXMATRIX m_matTerrainMatrix; // Matrix to position terrain
|
||||
|
||||
CD3DFile* m_pHelicopter; // X file object to render
|
||||
D3DXMATRIX m_matHelicopterMatrix; // Matrix to animate X file object
|
||||
|
||||
HRESULT RenderScene();
|
||||
HRESULT RenderMirror();
|
||||
HRESULT CreateStencilBuffer();
|
||||
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
|
||||
|
||||
protected:
|
||||
HRESULT OneTimeSceneInit();
|
||||
HRESULT InitDeviceObjects();
|
||||
HRESULT RestoreDeviceObjects();
|
||||
HRESULT InvalidateDeviceObjects();
|
||||
HRESULT DeleteDeviceObjects();
|
||||
HRESULT Render();
|
||||
HRESULT FrameMove();
|
||||
HRESULT FinalCleanup();
|
||||
|
||||
public:
|
||||
CMyD3DApplication();
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: Entry point to the program. Initializes everything, and goes into a
|
||||
// message-processing loop. Idle time is used to render the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
CMyD3DApplication d3dApp;
|
||||
|
||||
if( FAILED( d3dApp.Create( hInst ) ) )
|
||||
return 0;
|
||||
|
||||
return d3dApp.Run();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: CMyD3DApplication()
|
||||
// Desc: Application constructor. Sets attributes for the app.
|
||||
//-----------------------------------------------------------------------------
|
||||
CMyD3DApplication::CMyD3DApplication()
|
||||
{
|
||||
m_strWindowTitle = _T("StencilMirror: Doing Reflections with Stencils");
|
||||
m_bUseDepthBuffer = TRUE;
|
||||
m_dwMinDepthBits = 16;
|
||||
m_dwMinStencilBits = 4;
|
||||
|
||||
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
|
||||
m_pTerrain = new CD3DFile();
|
||||
m_pHelicopter = new CD3DFile();
|
||||
m_pMirrorVB = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: OneTimeSceneInit()
|
||||
// Desc: Called during initial app startup, this function performs all the
|
||||
// permanent initialization.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::OneTimeSceneInit()
|
||||
{
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: FrameMove()
|
||||
// Desc: Called once per frame, the call is the entry point for animating
|
||||
// the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::FrameMove()
|
||||
{
|
||||
// Position the terrain
|
||||
D3DXMatrixTranslation( &m_matTerrainMatrix, 0.0f, 8.0f, 0.0f );
|
||||
|
||||
// Position the mirror (water polygon intersecting with terrain)
|
||||
D3DXMatrixTranslation( &m_matMirrorMatrix, 0.0f, 0.0f, 0.0f );
|
||||
|
||||
// Position and animate the main object
|
||||
FLOAT fObjectPosX = 50.0f*sinf(m_fTime/2);
|
||||
FLOAT fObjectPosY = 6;
|
||||
FLOAT fObjectPosZ = 10.0f*cosf(m_fTime/2);
|
||||
D3DXMATRIX matRoll, matPitch, matRotate, matScale, matTranslate;
|
||||
D3DXMatrixRotationZ( &matRoll, 0.2f*sinf(m_fTime/2) );
|
||||
D3DXMatrixRotationY( &matRotate, m_fTime/2-D3DX_PI/2 );
|
||||
D3DXMatrixRotationX( &matPitch, -0.1f * (1+cosf(m_fTime)) );
|
||||
D3DXMatrixScaling( &matScale, 0.5f, 0.5f, 0.5f );
|
||||
D3DXMatrixTranslation( &matTranslate, fObjectPosX, fObjectPosY, fObjectPosZ );
|
||||
D3DXMatrixMultiply( &m_matHelicopterMatrix, &matScale, &matTranslate );
|
||||
D3DXMatrixMultiply( &m_matHelicopterMatrix, &matRoll, &m_matHelicopterMatrix );
|
||||
D3DXMatrixMultiply( &m_matHelicopterMatrix, &matRotate, &m_matHelicopterMatrix );
|
||||
D3DXMatrixMultiply( &m_matHelicopterMatrix, &matPitch, &m_matHelicopterMatrix );
|
||||
|
||||
// Move the camera around
|
||||
FLOAT fEyeX = 10.0f * sinf( m_fTime/2.0f );
|
||||
FLOAT fEyeY = 3.0f * sinf( m_fTime/25.0f ) + 13.0f;
|
||||
FLOAT fEyeZ = 5.0f * cosf( m_fTime/2.0f );
|
||||
D3DXMATRIX matView;
|
||||
D3DXVECTOR3 vEyePt = D3DXVECTOR3( fEyeX, fEyeY, fEyeZ );
|
||||
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( fObjectPosX, fObjectPosY, fObjectPosZ );
|
||||
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RenderScene()
|
||||
// Desc:
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RenderScene()
|
||||
{
|
||||
// Render terrain
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTerrainMatrix );
|
||||
m_pTerrain->Render( m_pd3dDevice );
|
||||
|
||||
// Draw the mirror
|
||||
m_pd3dDevice->SetTexture( 0, NULL );
|
||||
m_pd3dDevice->SetMaterial( &m_mtrlMirrorMaterial );
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matMirrorMatrix );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
|
||||
m_pd3dDevice->SetVertexShader( D3DFVF_MIRRORVERTEX );
|
||||
m_pd3dDevice->SetStreamSource( 0, m_pMirrorVB, sizeof(MIRRORVERTEX) );
|
||||
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
||||
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
|
||||
|
||||
// Draw the object. Note: do this last, in case the object has alpha
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matHelicopterMatrix );
|
||||
m_pHelicopter->Render( m_pd3dDevice );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RenderMirror()
|
||||
// Desc:
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RenderMirror()
|
||||
{
|
||||
// Turn depth buffer off, and stencil buffer on
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE );
|
||||
|
||||
// Make sure no pixels are written to the z-buffer or frame buffer
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
|
||||
|
||||
// Draw the reflecting surface into the stencil buffer
|
||||
m_pd3dDevice->SetTexture( 0, NULL);
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matMirrorMatrix );
|
||||
m_pd3dDevice->SetVertexShader( D3DFVF_MIRRORVERTEX );
|
||||
m_pd3dDevice->SetStreamSource( 0, m_pMirrorVB, sizeof(MIRRORVERTEX) );
|
||||
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
||||
|
||||
// Save the view matrix
|
||||
D3DXMATRIX matViewSaved;
|
||||
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSaved );
|
||||
|
||||
// Reflect camera in X-Z plane mirror
|
||||
D3DXMATRIX matView, matReflect;
|
||||
D3DXPLANE plane;
|
||||
D3DXPlaneFromPointNormal( &plane, &D3DXVECTOR3(0,0,0), &D3DXVECTOR3(0,1,0) );
|
||||
D3DXMatrixReflect( &matReflect, &plane );
|
||||
D3DXMatrixMultiply( &matView, &matReflect, &matViewSaved );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
|
||||
// Set a clip plane, so that only objects above the water are reflected
|
||||
m_pd3dDevice->SetClipPlane( 0, plane );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0x01 );
|
||||
|
||||
// Setup render states to a blended render scene against mask in stencil
|
||||
// buffer. An important step here is to reverse the cull-order of the
|
||||
// polygons, since the view matrix is being relected.
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_EQUAL );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
||||
|
||||
// Clear the zbuffer (leave frame- and stencil-buffer intact)
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER, 0L, 1.0f, 0L );
|
||||
|
||||
// Render the scene
|
||||
RenderScene();
|
||||
|
||||
// Restore render states
|
||||
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSaved );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Called once per frame, the call is the entry point for 3d
|
||||
// rendering. This function sets up render states, clears the
|
||||
// viewport, and renders the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::Render()
|
||||
{
|
||||
// Clear the viewport, zbuffer, and stencil buffer
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
|
||||
FOG_COLOR, 1.0f, 0L );
|
||||
|
||||
// Begin the scene
|
||||
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
|
||||
{
|
||||
// Render the scene
|
||||
RenderScene();
|
||||
|
||||
// Render the reflection in the mirror
|
||||
RenderMirror();
|
||||
|
||||
// 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()
|
||||
{
|
||||
// Initialize the font's internal textures
|
||||
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Load the main file object
|
||||
if( FAILED( m_pHelicopter->Create( m_pd3dDevice, _T("Heli.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
// Load the terrain
|
||||
if( FAILED( m_pTerrain->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
// Tweak the terrain vertices to add some bumpy terrain
|
||||
CD3DMesh* pMesh = m_pTerrain->FindMesh( _T("SeaFloor") );
|
||||
if( pMesh )
|
||||
{
|
||||
// Set FVF to VertexFVF
|
||||
pMesh->SetFVF( m_pd3dDevice, D3DFVF_MESHVERTEX );
|
||||
|
||||
// Get access to the mesh vertices
|
||||
LPDIRECT3DVERTEXBUFFER8 pVB;
|
||||
MESHVERTEX* pVertices;
|
||||
DWORD dwNumVertices = pMesh->GetSysMemMesh()->GetNumVertices();
|
||||
pMesh->GetSysMemMesh()->GetVertexBuffer( &pVB );
|
||||
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
|
||||
|
||||
for( DWORD i=0; i<dwNumVertices; i++ )
|
||||
{
|
||||
D3DXVECTOR3 v00( pVertices[i].p.x + 0.0f, 0.0f, pVertices[i].p.z + 0.0f );
|
||||
D3DXVECTOR3 v10( pVertices[i].p.x + 0.1f, 0.0f, pVertices[i].p.z + 0.0f );
|
||||
D3DXVECTOR3 v01( pVertices[i].p.x + 0.0f, 0.0f, pVertices[i].p.z + 0.1f );
|
||||
v00.y = HeightField( 1*v00.x, 1*v00.z );
|
||||
v10.y = HeightField( 1*v10.x, 1*v10.z );
|
||||
v01.y = HeightField( 1*v01.x, 1*v01.z );
|
||||
|
||||
D3DXVECTOR3 n;
|
||||
D3DXVec3Cross( &n, &(v01-v00), &(v10-v00) );
|
||||
D3DXVec3Normalize( &n, &n );
|
||||
|
||||
pVertices[i].p.y = v00.y;
|
||||
pVertices[i].n.x = n.x;
|
||||
pVertices[i].n.y = n.y;
|
||||
pVertices[i].n.z = n.z;
|
||||
pVertices[i].tu *= 10;
|
||||
pVertices[i].tv *= 10;
|
||||
}
|
||||
|
||||
pVB->Unlock();
|
||||
pVB->Release();
|
||||
}
|
||||
|
||||
// Create a big square for rendering the mirror
|
||||
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(MIRRORVERTEX),
|
||||
D3DUSAGE_WRITEONLY, D3DFVF_MIRRORVERTEX,
|
||||
D3DPOOL_MANAGED, &m_pMirrorVB ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
MIRRORVERTEX* v;
|
||||
m_pMirrorVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
||||
v[0].p = D3DXVECTOR3(-80.0f, 0.0f,-80.0f );
|
||||
v[0].n = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
v[1].p = D3DXVECTOR3(-80.0f, 0.0f, 80.0f );
|
||||
v[1].n = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
v[2].p = D3DXVECTOR3( 80.0f, 0.0f,-80.0f );
|
||||
v[2].n = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
v[3].p = D3DXVECTOR3( 80.0f, 0.0f, 80.0f );
|
||||
v[3].n = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
m_pMirrorVB->Unlock();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RestoreDeviceObjects()
|
||||
// Desc: Restore device-memory objects and state after a device is created or
|
||||
// resized.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
||||
{
|
||||
m_pFont->RestoreDeviceObjects();
|
||||
|
||||
// Build the device objects for the file-based objecs
|
||||
m_pHelicopter->RestoreDeviceObjects( m_pd3dDevice );
|
||||
m_pTerrain->RestoreDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Set up textures
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
|
||||
// Set up misc render states
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00555555 );
|
||||
|
||||
// Set the transform matrices
|
||||
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 5.5f, -15.0f );
|
||||
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 1.5f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMATRIX matWorld, matView, matProj;
|
||||
|
||||
D3DXMatrixIdentity( &matWorld );
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 1000.0f );
|
||||
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
|
||||
// Set up a material
|
||||
D3DUtil_InitMaterial( m_mtrlMirrorMaterial, 0.5f, 0.8f, 1.0f );
|
||||
|
||||
// Set up the light
|
||||
D3DLIGHT8 light;
|
||||
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 1.0f );
|
||||
m_pd3dDevice->SetLight( 0, &light );
|
||||
m_pd3dDevice->LightEnable( 0, TRUE );
|
||||
|
||||
// Turn on fog
|
||||
FLOAT fFogStart = 80.0f;
|
||||
FLOAT fFogEnd = 100.0f;
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, FOG_COLOR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_RANGEFOGENABLE, FALSE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGSTART, FtoDW(fFogStart) );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_FOGEND, FtoDW(fFogEnd) );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InvalidateDeviceObjects()
|
||||
// Desc: Called when the device-dependent objects are about to be lost.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
||||
{
|
||||
m_pFont->InvalidateDeviceObjects();
|
||||
m_pTerrain->InvalidateDeviceObjects();
|
||||
m_pHelicopter->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 CMyD3DApplication::DeleteDeviceObjects()
|
||||
{
|
||||
m_pFont->DeleteDeviceObjects();
|
||||
m_pTerrain->Destroy();
|
||||
m_pHelicopter->Destroy();
|
||||
|
||||
SAFE_RELEASE( m_pMirrorVB );
|
||||
|
||||
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_pTerrain );
|
||||
SAFE_DELETE( m_pHelicopter );
|
||||
|
||||
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 )
|
||||
{
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
|
||||
|
||||
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||||
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|
||||
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||||
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||||
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||||
|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
|
||||
SOURCE=..\..\..\common\src\dxutil.cpp
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||||
!MESSAGE "StencilMirror - Win32 Debug" (based on "Win32 (x86) Application")
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
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|
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|
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|
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|
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|
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|
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|
||||
|
||||
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|
||||
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|
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
|
||||
|
||||
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|
||||
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|
||||
|
||||
"$(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
|
||||
|
||||
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|
||||
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|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\d3dutil.cpp
|
||||
|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\StencilMirror.cpp
|
||||
|
||||
"$(INTDIR)\StencilMirror.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
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|
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|
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Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,54 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: StencilMirror Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The StencilMirror sample uses stencil buffers to implement a mirror effect.
|
||||
In the sample, a watery terrain scene is rendered with the water reflecting
|
||||
a helicopter that flies above.
|
||||
|
||||
Stencil buffers are a depth buffer technique that can be updated as
|
||||
geometry is rendered, and used again as a mask for drawing more geometry.
|
||||
Common effects include mirrors, shadows (an advanced technique), dissolves,
|
||||
etc..
|
||||
|
||||
Note that not all cards support all features for all the various stencil
|
||||
buffer techniques (some hardware has no, or limited, stencil buffer
|
||||
support). For more information on stencil buffers, refer to the DirectX SDK
|
||||
documentation.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\StencilBuffer\StencilMirror
|
||||
Executable: DXSDK\Samples\Multimedia\D3D\Bin
|
||||
|
||||
|
||||
User's Guide
|
||||
============
|
||||
The following keys are implemented. The dropdown menus can be used for the
|
||||
same controls.
|
||||
<Enter> Starts and stops the scene
|
||||
<Space> Advances the scene by a small increment
|
||||
<F1> Shows help or available commands.
|
||||
<F2> Prompts user to select a new rendering device or display mode
|
||||
<Alt+Enter> Toggles between fullscreen and windowed modes
|
||||
<Esc> Exits the app.
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
In this sample, a stencil buffer is used to create the effect of a
|
||||
reflection coming off the water. The geometry of the water is rendered into
|
||||
the stencil buffer. Then, the stencil buffer is used as a mask to render the
|
||||
scene again, this time with the geometry translated and rendered upside
|
||||
down, to appear as if it was reflected in the mirror.
|
||||
|
||||
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
|
||||
@@ -0,0 +1,35 @@
|
||||
//{{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
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_3D_CONTROLS 1
|
||||
#define _APS_NEXT_RESOURCE_VALUE 146
|
||||
#define _APS_NEXT_COMMAND_VALUE 40011
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user