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:
@@ -0,0 +1,281 @@
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//-----------------------------------------------------------------------------
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// File: Matrices.cpp
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//
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// Desc: Now that we know how to create a device and render some 2D vertices,
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// this tutorial goes the next step and renders 3D geometry. To deal with
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// 3D geometry we need to introduce the use of 4x4 matrices to transform
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// the geometry with translations, rotations, scaling, and setting up our
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// camera.
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//
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// Geometry is defined in model space. We can move it (translation),
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// rotate it (rotation), or stretch it (scaling) using a world transform.
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// The geometry is then said to be in world space. Next, we need to
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// position the camera, or eye point, somewhere to look at the geometry.
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// Another transform, via the view matrix, is used, to position and
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// rotate our view. With the geometry then in view space, our last
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// transform is the projection transform, which "projects" the 3D scene
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// into our 2D viewport.
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//
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// Note that in this tutorial, we are introducing the use of D3DX, which
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// is a set of helper utilities for D3D. In this case, we are using some
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// of D3DX's useful matrix initialization functions. To use D3DX, simply
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// include <d3dx8.h> and link with d3dx8.lib.
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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 <d3dx8.h>
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#include <mmsystem.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; // The untransformed, 3D 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_XYZ|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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// Turn off culling, so we see the front and back of the triangle
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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// Turn off D3D lighting, since we are providing our own vertex colors
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitGeometry()
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// Desc: Creates the scene geometry
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//-----------------------------------------------------------------------------
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HRESULT InitGeometry()
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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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{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
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{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
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{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
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};
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// Create the vertex buffer.
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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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return E_FAIL;
|
||||
}
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// Fill the vertex buffer.
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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: SetupMatrices()
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// Desc: Sets up the world, view, and projection transform matrices.
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//-----------------------------------------------------------------------------
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VOID SetupMatrices()
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{
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// For our world matrix, we will just rotate the object about the y-axis.
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D3DXMATRIX matWorld;
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D3DXMatrixRotationY( &matWorld, timeGetTime()/150.0f );
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g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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// Set up our view matrix. A view matrix can be defined given an eye point,
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// a point to lookat, and a direction for which way is up. Here, we set the
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// eye five units back along the z-axis and up three units, look at the
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// origin, and define "up" to be in the y-direction.
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
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&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
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&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
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g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// For the projection matrix, we set up a perspective transform (which
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// transforms geometry from 3D view space to 2D viewport space, with
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||||
// a perspective divide making objects smaller in the distance). To build
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// a perpsective transform, we need the field of view (1/4 pi is common),
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// the aspect ratio, and the near and far clipping planes (which define at
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// what distances geometry should be no longer be rendered).
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D3DXMATRIX matProj;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
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g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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}
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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 black color
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g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
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// Begin the scene
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g_pd3dDevice->BeginScene();
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// Setup the world, view, and projection matrices
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SetupMatrices();
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// Render the vertex buffer contents
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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_TRIANGLESTRIP, 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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||||
// Name: MsgProc()
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// Desc: The window's message handler
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||||
//-----------------------------------------------------------------------------
|
||||
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
switch( msg )
|
||||
{
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"D3D Tutorial", NULL };
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 03: Matrices",
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WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the scene geometry
|
||||
if( SUCCEEDED( InitGeometry() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// Enter the message loop
|
||||
MSG msg;
|
||||
ZeroMemory( &msg, sizeof(msg) );
|
||||
while( msg.message!=WM_QUIT )
|
||||
{
|
||||
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
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||||
}
|
||||
else
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||||
Render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
# Microsoft Developer Studio Project File - Name="Matrices" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Matrices - Win32 Debug
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||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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||||
!MESSAGE use the Export Makefile command and run
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||||
!MESSAGE
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||||
!MESSAGE NMAKE /f "Matrices.mak".
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||||
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||||
!MESSAGE You can specify a configuration when running NMAKE
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||||
!MESSAGE by defining the macro CFG on the command line. For example:
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||||
!MESSAGE NMAKE /f "Matrices.mak" CFG="Matrices - Win32 Debug"
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||||
!MESSAGE Possible choices for configuration are:
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||||
!MESSAGE "Matrices - Win32 Release" (based on "Win32 (x86) Application")
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||||
!MESSAGE "Matrices - Win32 Debug" (based on "Win32 (x86) Application")
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||||
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|
||||
|
||||
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CPP=cl.exe
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MTL=midl.exe
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# PROP BASE Use_MFC 0
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BSC32=bscmake.exe
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# 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
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||||
# ADD LINK32 d3dx8.lib d3d8.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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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# 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
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||||
# ADD LINK32 d3dx8.lib d3d8.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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# Name "Matrices - Win32 Release"
|
||||
# Name "Matrices - Win32 Debug"
|
||||
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|
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|
||||
SOURCE=.\Matrices.cpp
|
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SOURCE=.\readme.txt
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@@ -0,0 +1,29 @@
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Microsoft Developer Studio Workspace File, Format Version 6.00
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# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
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###############################################################################
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Project: "Matrices"=.\Matrices.dsp - Package Owner=<4>
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Package=<5>
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Package=<4>
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{{{
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###############################################################################
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Global:
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Package=<5>
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{{{
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{{{
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###############################################################################
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@@ -0,0 +1,189 @@
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||||
# Microsoft Developer Studio Generated NMAKE File, Based on Matrices.dsp
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||||
!IF "$(CFG)" == ""
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||||
CFG=Matrices - Win32 Debug
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||||
!MESSAGE No configuration specified. Defaulting to Matrices - Win32 Debug.
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||||
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!IF "$(CFG)" != "Matrices - Win32 Release" && "$(CFG)" != "Matrices - Win32 Debug"
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!MESSAGE You can specify a configuration when running NMAKE
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||||
!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "Matrices.mak" CFG="Matrices - Win32 Debug"
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||||
!MESSAGE
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||||
!MESSAGE Possible choices for configuration are:
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|
||||
!MESSAGE "Matrices - Win32 Release" (based on "Win32 (x86) Application")
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||||
!MESSAGE "Matrices - Win32 Debug" (based on "Win32 (x86) Application")
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||||
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|
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NULL=
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!ELSE
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OUTDIR=.\Release
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||||
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||||
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||||
|
||||
ALL : "$(OUTDIR)\Matrices.exe"
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||||
|
||||
|
||||
CLEAN :
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||||
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||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Matrices.pch" /YX /Fo"$(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) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Matrices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Matrices.pdb" /machine:I386 /out:"$(OUTDIR)\Matrices.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Matrices.obj"
|
||||
|
||||
"$(OUTDIR)\Matrices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Matrices - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Matrices.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Matrices.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Matrices.exe"
|
||||
-@erase "$(OUTDIR)\Matrices.ilk"
|
||||
-@erase "$(OUTDIR)\Matrices.pdb"
|
||||
|
||||
"$(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)\Matrices.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)\Matrices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Matrices.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Matrices.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Matrices.obj"
|
||||
|
||||
"$(OUTDIR)\Matrices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Matrices.dep")
|
||||
!INCLUDE "Matrices.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Matrices.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Matrices - Win32 Release" || "$(CFG)" == "Matrices - Win32 Debug"
|
||||
SOURCE=.\Matrices.cpp
|
||||
|
||||
"$(INTDIR)\Matrices.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Matrices Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Matrices tutorial shows how to use 4x4 matrices to transform vertices
|
||||
in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut03_Matrices
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
To render vertices in 3D, certain mathematical transformations must be
|
||||
performed on the vertices. This includes the world transform (which
|
||||
translates, rotates, and scales the geometry), the view transform (which
|
||||
orients the camera, or view) and the projection transform (which projects
|
||||
the 3D scene into 2D viewport). Transforms are represented mathematically
|
||||
as 4x4 matrices. This tutorial introdcues the use of the D3DX helper
|
||||
library, which contains (amongst other things) functions to build and
|
||||
manipulate our 4x4 tranform matrices.
|
||||
|
||||
Reference in New Issue
Block a user