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: Lights.cpp
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//
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// Desc: Rendering 3D geometry is much more interesting when dynamic lighting
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// is added to the scene. To use lighting in D3D, you must create one or
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// lights, setup a material, and make sure your geometry contains surface
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// normals. Lights may have a position, a color, and be of a certain type
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// such as directional (light comes from one direction), point (light
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// comes from a specific x,y,z coordinate and radiates in all directions)
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// or spotlight. Materials describe the surface of your geometry,
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// specifically, how it gets lit (diffuse color, ambient color, etc.).
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// Surface normals are part of a vertex, and are needed for the D3D's
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// internal lighting calculations.
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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. We added a normal, and omitted the
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// color (which is provided by the material)
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struct CUSTOMVERTEX
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{
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D3DXVECTOR3 position; // The 3D position for the vertex
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D3DXVECTOR3 normal; // The surface normal for the vertex
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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_NORMAL)
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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. Since we are now
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// using more complex geometry, we will create a device with a zbuffer.
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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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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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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
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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// Turn on the zbuffer
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g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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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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// Create the vertex buffer.
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if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*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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// Fill the vertex buffer. We are algorithmically generating a cylinder
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// here, including the normals, which are used for lighting.
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CUSTOMVERTEX* pVertices;
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if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
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return E_FAIL;
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for( DWORD i=0; i<50; i++ )
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{
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FLOAT theta = (2*D3DX_PI*i)/(50-1);
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pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
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pVertices[2*i+0].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
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pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
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pVertices[2*i+1].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
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}
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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 leave it as the identity
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D3DXMATRIX matWorld;
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D3DXMatrixIdentity( &matWorld );
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D3DXMatrixRotationX( &matWorld, timeGetTime()/500.0f );
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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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// Name: SetupLights()
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// Desc: Sets up the lights and materials for the scene.
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//-----------------------------------------------------------------------------
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VOID SetupLights()
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{
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// Set up a material. The material here just has the diffuse and ambient
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// colors set to yellow. Note that only one material can be used at a time.
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D3DMATERIAL8 mtrl;
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ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) );
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mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
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mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
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mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
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mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
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g_pd3dDevice->SetMaterial( &mtrl );
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// Set up a white, directional light, with an oscillating direction.
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// Note that many lights may be active at a time (but each one slows down
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// the rendering of our scene). However, here we are just using one. Also,
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// we need to set the D3DRS_LIGHTING renderstate to enable lighting
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D3DXVECTOR3 vecDir;
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D3DLIGHT8 light;
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ZeroMemory( &light, sizeof(D3DLIGHT8) );
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light.Type = D3DLIGHT_DIRECTIONAL;
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light.Diffuse.r = 1.0f;
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light.Diffuse.g = 1.0f;
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light.Diffuse.b = 1.0f;
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vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
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1.0f,
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sinf(timeGetTime()/350.0f) );
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D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
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light.Range = 1000.0f;
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g_pd3dDevice->SetLight( 0, &light );
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g_pd3dDevice->LightEnable( 0, TRUE );
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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// Finally, turn on some ambient light.
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g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
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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 and the zbuffer
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g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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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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// Setup the lights and materials
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SetupLights();
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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, 2*50-2 );
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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 )
|
||||
{
|
||||
switch( msg )
|
||||
{
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
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||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
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||||
}
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||||
|
||||
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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 )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"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 04: Lights",
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||||
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
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||||
// Create the 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 );
|
||||
}
|
||||
else
|
||||
Render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
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||||
# Microsoft Developer Studio Project File - Name="Lights" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Lights - 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 "Lights.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 "Lights.mak" CFG="Lights - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Lights - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Lights - 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)" == "Lights - 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 ""
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||||
# PROP Use_MFC 0
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||||
# PROP Use_Debug_Libraries 0
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||||
# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Ignore_Export_Lib 0
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||||
# PROP Target_Dir ""
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||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
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||||
# ADD RSC /l 0x409 /d "NDEBUG"
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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 /machine:I386
|
||||
# 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
|
||||
|
||||
!ELSEIF "$(CFG)" == "Lights - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
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||||
# PROP BASE Target_Dir ""
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||||
# PROP Use_MFC 0
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||||
# PROP Use_Debug_Libraries 1
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||||
# PROP Output_Dir "Debug"
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||||
# PROP Intermediate_Dir "Debug"
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||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
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||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /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 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
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
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||||
|
||||
# Name "Lights - Win32 Release"
|
||||
# Name "Lights - Win32 Debug"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Lights.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# 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: "Lights"=.\Lights.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,189 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on Lights.dsp
|
||||
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|
||||
CFG=Lights - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to Lights - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "Lights - Win32 Release" && "$(CFG)" != "Lights - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Lights.mak" CFG="Lights - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Lights - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Lights - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" == "Lights - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
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|
||||
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||||
|
||||
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||||
|
||||
|
||||
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||||
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||||
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|
||||
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||||
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||||
"$(OUTDIR)" :
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||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
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||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Lights.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
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||||
|
||||
.c{$(INTDIR)}.obj::
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||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
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||||
$(CPP) @<<
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||||
$(CPP_PROJ) $<
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||||
<<
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||||
|
||||
.cxx{$(INTDIR)}.obj::
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||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
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||||
<<
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||||
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||||
.c{$(INTDIR)}.sbr::
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||||
$(CPP) @<<
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||||
$(CPP_PROJ) $<
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||||
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||||
|
||||
.cpp{$(INTDIR)}.sbr::
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||||
$(CPP) @<<
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||||
$(CPP_PROJ) $<
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||||
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||||
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||||
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||||
$(CPP_PROJ) $<
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||||
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||||
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||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
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||||
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||||
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||||
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||||
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|
||||
|
||||
LINK32=link.exe
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||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Lights.pdb" /machine:I386 /out:"$(OUTDIR)\Lights.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Lights.obj"
|
||||
|
||||
"$(OUTDIR)\Lights.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Lights - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Lights.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Lights.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Lights.exe"
|
||||
-@erase "$(OUTDIR)\Lights.ilk"
|
||||
-@erase "$(OUTDIR)\Lights.pdb"
|
||||
|
||||
"$(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)\Lights.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)\Lights.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:"$(OUTDIR)\Lights.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Lights.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Lights.obj"
|
||||
|
||||
"$(OUTDIR)\Lights.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Lights.dep")
|
||||
!INCLUDE "Lights.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Lights.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Lights - Win32 Release" || "$(CFG)" == "Lights - Win32 Debug"
|
||||
SOURCE=.\Lights.cpp
|
||||
|
||||
"$(INTDIR)\Lights.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Lights Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Lights tutorial shows how to use dynamic lighting in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut04_Lights
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Dynamic lighting makes 3D objects look more realistic. Lights come in a few
|
||||
flavors, notably point lights and directional lights. Geometry gets lit by
|
||||
every light in the scene, so adding lights increases rendering time. Point
|
||||
lights have a poistion and are computationally more expensive than directional
|
||||
lights, which only have a direction (as if the light source is infinitely far
|
||||
away). Internal Direct3D lighting calculations require surface normals, so note
|
||||
that normals are added to the vertices. Also, material properties can be set,
|
||||
which describe how the surface interacts with the light (i.e. it's color).
|
||||
|
||||
Reference in New Issue
Block a user