Initial commit: ROW Client source code

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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//-----------------------------------------------------------------------------
// File: 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 )
{
if( dwBehavior & D3DCREATE_PUREDEVICE )
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
// 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;
}

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# ADD BSC32 /nologo
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Microsoft Developer Studio Workspace File, Format Version 6.00
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# Microsoft Developer Studio Generated NMAKE File, Based on StencilMirror.dsp
!IF "$(CFG)" == ""
CFG=StencilMirror - Win32 Debug
!MESSAGE No configuration specified. Defaulting to StencilMirror - Win32 Debug.
!ENDIF
!IF "$(CFG)" != "StencilMirror - Win32 Release" && "$(CFG)" != "StencilMirror - Win32 Debug"
!MESSAGE Invalid configuration "$(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 "StencilMirror.mak" CFG="StencilMirror - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
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!MESSAGE "StencilMirror - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "StencilMirror - 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)" == "StencilMirror - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\StencilMirror.exe"
CLEAN :
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-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\winmain.res"
-@erase "$(OUTDIR)\StencilMirror.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"$(INTDIR)\StencilMirror.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
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BSC32_FLAGS=/nologo /o"$(OUTDIR)\StencilMirror.bsc"
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$(LINK32) @<<
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!ELSEIF "$(CFG)" == "StencilMirror - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\StencilMirror.exe"
CLEAN :
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"$(OUTDIR)" :
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CPP=cl.exe
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\StencilMirror.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
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RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\winmain.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\StencilMirror.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\StencilMirror.pdb" /debug /machine:I386 /out:"$(OUTDIR)\StencilMirror.exe" /pdbtype:sept /stack:0x200000,0x200000
LINK32_OBJS= \
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"$(INTDIR)\winmain.res"
"$(OUTDIR)\StencilMirror.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("StencilMirror.dep")
!INCLUDE "StencilMirror.dep"
!ELSE
!MESSAGE Warning: cannot find "StencilMirror.dep"
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!ENDIF
!IF "$(CFG)" == "StencilMirror - Win32 Release" || "$(CFG)" == "StencilMirror - Win32 Debug"
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$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=..\..\..\common\src\d3dapp.cpp
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After

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@@ -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

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@@ -0,0 +1,35 @@
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// Microsoft Developer Studio generated include file.
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