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: Vertices.cpp
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//
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// Desc: In this tutorial, we are rendering some vertices. This introduces the
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// concept of the vertex buffer, a Direct3D object used to store
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// vertices. Vertices can be defined any way we want by defining a
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// custom structure and a custom FVF (flexible vertex format). In this
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// tutorial, we are using vertices that are transformed (meaning they
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// are already in 2D window coordinates) and lit (meaning we are not
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// using Direct3D lighting, but are supplying our own colors).
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include <d3d8.h>
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
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LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
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LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
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// A structure for our custom vertex type
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struct CUSTOMVERTEX
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{
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FLOAT x, y, z, rhw; // The transformed position for the vertex
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DWORD color; // The vertex color
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};
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// Our custom FVF, which describes our custom vertex structure
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
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//-----------------------------------------------------------------------------
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// Name: InitD3D()
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// Desc: Initializes Direct3D
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//-----------------------------------------------------------------------------
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HRESULT InitD3D( HWND hWnd )
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{
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// Create the D3D object.
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if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
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return E_FAIL;
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// Get the current desktop display mode, so we can set up a back
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// buffer of the same format
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D3DDISPLAYMODE d3ddm;
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if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
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return E_FAIL;
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// Set up the structure used to create the D3DDevice
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = d3ddm.Format;
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// Create the D3DDevice
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if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp, &g_pd3dDevice ) ) )
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{
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return E_FAIL;
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}
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// Device state would normally be set here
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitVB()
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// Desc: Creates a vertex buffer and fills it with our vertices. The vertex
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// buffer is basically just a chuck of memory that holds vertices. After
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// creating it, we must Lock()/Unlock() it to fill it. For indices, D3D
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// also uses index buffers. The special thing about vertex and index
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// buffers is that they can be created in device memory, allowing some
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// cards to process them in hardware, resulting in a dramatic
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// performance gain.
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//-----------------------------------------------------------------------------
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HRESULT InitVB()
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{
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// Initialize three vertices for rendering a triangle
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CUSTOMVERTEX g_Vertices[] =
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{
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{ 150.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
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{ 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
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{ 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
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};
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// Create the vertex buffer. Here we are allocating enough memory
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// (from the default pool) to hold all our 3 custom vertices. We also
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// specify the FVF, so the vertex buffer knows what data it contains.
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if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
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0, D3DFVF_CUSTOMVERTEX,
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D3DPOOL_DEFAULT, &g_pVB ) ) )
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{
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return E_FAIL;
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}
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// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
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// gain access to the vertices. This mechanism is required becuase vertex
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// buffers may be in device memory.
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VOID* pVertices;
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if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (BYTE**)&pVertices, 0 ) ) )
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return E_FAIL;
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memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
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g_pVB->Unlock();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Cleanup()
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// Desc: Releases all previously initialized objects
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//-----------------------------------------------------------------------------
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VOID Cleanup()
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{
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if( g_pVB != NULL )
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g_pVB->Release();
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if( g_pd3dDevice != NULL )
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g_pd3dDevice->Release();
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if( g_pD3D != NULL )
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g_pD3D->Release();
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Draws the scene
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//-----------------------------------------------------------------------------
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VOID Render()
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{
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// Clear the backbuffer to a blue color
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g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
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// Begin the scene
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g_pd3dDevice->BeginScene();
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// Draw the triangles in the vertex buffer. This is broken into a few
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// steps. We are passing the vertices down a "stream", so first we need
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// to specify the source of that stream, which is our vertex buffer. Then
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// we need to let D3D know what vertex shader to use. Full, custom vertex
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// shaders are an advanced topic, but in most cases the vertex shader is
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// just the FVF, so that D3D knows what type of vertices we are dealing
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// with. Finally, we call DrawPrimitive() which does the actual rendering
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// of our geometry (in this case, just one triangle).
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g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
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g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
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g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
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// End the scene
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g_pd3dDevice->EndScene();
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// Present the backbuffer contents to the display
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g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: The window's message handler
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//-----------------------------------------------------------------------------
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LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_DESTROY:
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PostQuitMessage( 0 );
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return 0;
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}
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return DefWindowProc( hWnd, msg, wParam, lParam );
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}
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: The application's entry point
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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// Register the window class
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"D3D Tutorial", NULL };
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RegisterClassEx( &wc );
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// Create the application's window
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HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",
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WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
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GetDesktopWindow(), NULL, wc.hInstance, NULL );
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// Initialize Direct3D
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if( SUCCEEDED( InitD3D( hWnd ) ) )
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{
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// Create the vertex buffer
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if( SUCCEEDED( InitVB() ) )
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{
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// Show the window
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ShowWindow( hWnd, SW_SHOWDEFAULT );
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UpdateWindow( hWnd );
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// Enter the message loop
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MSG msg;
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ZeroMemory( &msg, sizeof(msg) );
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while( msg.message!=WM_QUIT )
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{
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if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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else
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Render();
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}
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}
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}
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// Clean up everything and exit the app
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Cleanup();
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UnregisterClass( "D3D Tutorial", wc.hInstance );
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return 0;
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}
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@@ -0,0 +1,99 @@
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# Microsoft Developer Studio Project File - Name="Vertices" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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|
||||
CFG=Vertices - Win32 Debug
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||||
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!MESSAGE use the Export Makefile command and run
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|
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Project: "Vertices"=.\Vertices.dsp - Package Owner=<4>
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# Microsoft Developer Studio Generated NMAKE File, Based on Vertices.dsp
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|
||||
LINK32_FLAGS=d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Vertices.pdb" /machine:I386 /out:"$(OUTDIR)\Vertices.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Vertices.obj"
|
||||
|
||||
"$(OUTDIR)\Vertices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Vertices - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Vertices.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\Vertices.obj"
|
||||
-@erase "$(OUTDIR)\Vertices.exe"
|
||||
-@erase "$(OUTDIR)\Vertices.ilk"
|
||||
-@erase "$(OUTDIR)\Vertices.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Vertices.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) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Vertices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Vertices.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Vertices.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Vertices.obj"
|
||||
|
||||
"$(OUTDIR)\Vertices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Vertices.dep")
|
||||
!INCLUDE "Vertices.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Vertices.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Vertices - Win32 Release" || "$(CFG)" == "Vertices - Win32 Debug"
|
||||
SOURCE=.\Vertices.cpp
|
||||
|
||||
"$(INTDIR)\Vertices.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Vertices Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Vertices tutorial demonstrates the necessary API to render vertices
|
||||
using Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut02_Vertices
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
To render geometry in Direct3D, a vertex buffer must be created and filled
|
||||
with vertices that described the geometry. Vertices can have many components
|
||||
including positions, normals, blend weights, colors, and texture
|
||||
coordinates. This simple tutorial uses vertices with only positions and
|
||||
colors. The important parts of the tutorial are vertex buffer creation,
|
||||
locking and filling the vertex buffer, and rendering the vertex buffer.
|
||||
|
||||
Reference in New Issue
Block a user