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 +1,306 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: Meshes.cpp
|
||||
//
|
||||
// Desc: For advanced geometry, most apps will prefer to load pre-authored
|
||||
// meshes from a file. Fortunately, when using meshes, D3DX does most of
|
||||
// the work for this, parsing a geometry file and creating vertx buffers
|
||||
// (and index buffers) for us. This tutorial shows how to use a D3DXMESH
|
||||
// object, including loading it from a file and rendering it. One thing
|
||||
// D3DX does not handle for us is the materials and textures for a mesh,
|
||||
// so note that we have to handle those manually.
|
||||
//
|
||||
// Note: one advanced (but nice) feature that we don't show here is that
|
||||
// when cloning a mesh we can specify the FVF. So, regardless of how the
|
||||
// mesh was authored, we can add/remove normals, add more texture
|
||||
// coordinate sets (for multi-texturing), etc.
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include <d3dx8.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
|
||||
|
||||
LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem
|
||||
D3DMATERIAL8* g_pMeshMaterials = NULL; // Materials for our mesh
|
||||
LPDIRECT3DTEXTURE8* g_pMeshTextures = NULL; // Textures for our mesh
|
||||
DWORD g_dwNumMaterials = 0L; // Number of mesh materials
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitD3D()
|
||||
// Desc: Initializes Direct3D
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitD3D( HWND hWnd )
|
||||
{
|
||||
// Create the D3D object.
|
||||
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Get the current desktop display mode, so we can set up a back
|
||||
// buffer of the same format
|
||||
D3DDISPLAYMODE d3ddm;
|
||||
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Set up the structure used to create the D3DDevice. Since we are now
|
||||
// using more complex geometry, we will create a device with a zbuffer.
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory( &d3dpp, sizeof(d3dpp) );
|
||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.BackBufferFormat = d3ddm.Format;
|
||||
d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
|
||||
// Create the D3DDevice
|
||||
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
|
||||
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
|
||||
&d3dpp, &g_pd3dDevice ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Turn on the zbuffer
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
|
||||
// Turn on ambient lighting
|
||||
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitGeometry()
|
||||
// Desc: Load the mesh and build the material and texture arrays
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitGeometry()
|
||||
{
|
||||
LPD3DXBUFFER pD3DXMtrlBuffer;
|
||||
|
||||
// Load the mesh from the specified file
|
||||
if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM,
|
||||
g_pd3dDevice, NULL,
|
||||
&pD3DXMtrlBuffer, &g_dwNumMaterials,
|
||||
&g_pMesh ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// We need to extract the material properties and texture names from the
|
||||
// pD3DXMtrlBuffer
|
||||
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
|
||||
g_pMeshMaterials = new D3DMATERIAL8[g_dwNumMaterials];
|
||||
g_pMeshTextures = new LPDIRECT3DTEXTURE8[g_dwNumMaterials];
|
||||
|
||||
for( DWORD i=0; i<g_dwNumMaterials; i++ )
|
||||
{
|
||||
// Copy the material
|
||||
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
|
||||
|
||||
// Set the ambient color for the material (D3DX does not do this)
|
||||
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
|
||||
|
||||
// Create the texture
|
||||
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
|
||||
d3dxMaterials[i].pTextureFilename,
|
||||
&g_pMeshTextures[i] ) ) )
|
||||
{
|
||||
g_pMeshTextures[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Done with the material buffer
|
||||
pD3DXMtrlBuffer->Release();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Cleanup()
|
||||
// Desc: Releases all previously initialized objects
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Cleanup()
|
||||
{
|
||||
if( g_pMeshMaterials != NULL )
|
||||
delete[] g_pMeshMaterials;
|
||||
|
||||
if( g_pMeshTextures )
|
||||
{
|
||||
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
|
||||
{
|
||||
if( g_pMeshTextures[i] )
|
||||
g_pMeshTextures[i]->Release();
|
||||
}
|
||||
delete[] g_pMeshTextures;
|
||||
}
|
||||
if( g_pMesh != NULL )
|
||||
g_pMesh->Release();
|
||||
|
||||
if( g_pd3dDevice != NULL )
|
||||
g_pd3dDevice->Release();
|
||||
|
||||
if( g_pD3D != NULL )
|
||||
g_pD3D->Release();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: SetupMatrices()
|
||||
// Desc: Sets up the world, view, and projection transform matrices.
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID SetupMatrices()
|
||||
{
|
||||
// For our world matrix, we will just leave it as the identity
|
||||
D3DXMATRIX matWorld;
|
||||
D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f );
|
||||
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
||||
|
||||
// Set up our view matrix. A view matrix can be defined given an eye point,
|
||||
// a point to lookat, and a direction for which way is up. Here, we set the
|
||||
// eye five units back along the z-axis and up three units, look at the
|
||||
// origin, and define "up" to be in the y-direction.
|
||||
D3DXMATRIX matView;
|
||||
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
|
||||
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
|
||||
// For the projection matrix, we set up a perspective transform (which
|
||||
// transforms geometry from 3D view space to 2D viewport space, with
|
||||
// a perspective divide making objects smaller in the distance). To build
|
||||
// a perpsective transform, we need the field of view (1/4 pi is common),
|
||||
// the aspect ratio, and the near and far clipping planes (which define at
|
||||
// what distances geometry should be no longer be rendered).
|
||||
D3DXMATRIX matProj;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
|
||||
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Draws the scene
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Render()
|
||||
{
|
||||
// Clear the backbuffer and the zbuffer
|
||||
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
||||
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
|
||||
|
||||
// Begin the scene
|
||||
g_pd3dDevice->BeginScene();
|
||||
|
||||
// Setup the world, view, and projection matrices
|
||||
SetupMatrices();
|
||||
|
||||
// Meshes are divided into subsets, one for each material. Render them in
|
||||
// a loop
|
||||
for( DWORD i=0; i<g_dwNumMaterials; i++ )
|
||||
{
|
||||
// Set the material and texture for this subset
|
||||
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
|
||||
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
|
||||
|
||||
// Draw the mesh subset
|
||||
g_pMesh->DrawSubset( i );
|
||||
}
|
||||
|
||||
// End the scene
|
||||
g_pd3dDevice->EndScene();
|
||||
|
||||
// Present the backbuffer contents to the display
|
||||
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: MsgProc()
|
||||
// Desc: The window's message handler
|
||||
//-----------------------------------------------------------------------------
|
||||
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 06: Meshes",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
|
||||
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 );
|
||||
}
|
||||
else
|
||||
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="Meshes" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Meshes - 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 "Meshes.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 "Meshes.mak" CFG="Meshes - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Meshes - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Meshes - 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 "$(CFG)" == "Meshes - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "Meshes - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /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
|
||||
|
||||
# Name "Meshes - Win32 Release"
|
||||
# Name "Meshes - Win32 Debug"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Meshes.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: "Meshes"=.\Meshes.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 Meshes.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=Meshes - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to Meshes - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "Meshes - Win32 Release" && "$(CFG)" != "Meshes - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(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 "Meshes.mak" CFG="Meshes - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Meshes - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Meshes - 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)" == "Meshes - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Meshes.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Meshes.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\Meshes.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Meshes.pch" /YX /Fo"$(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)\Meshes.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:"$(OUTDIR)\Meshes.pdb" /machine:I386 /out:"$(OUTDIR)\Meshes.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Meshes.obj"
|
||||
|
||||
"$(OUTDIR)\Meshes.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Meshes - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Meshes.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Meshes.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Meshes.exe"
|
||||
-@erase "$(OUTDIR)\Meshes.ilk"
|
||||
-@erase "$(OUTDIR)\Meshes.pdb"
|
||||
|
||||
"$(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)\Meshes.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)\Meshes.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:"$(OUTDIR)\Meshes.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Meshes.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Meshes.obj"
|
||||
|
||||
"$(OUTDIR)\Meshes.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Meshes.dep")
|
||||
!INCLUDE "Meshes.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Meshes.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Meshes - Win32 Release" || "$(CFG)" == "Meshes - Win32 Debug"
|
||||
SOURCE=.\Meshes.cpp
|
||||
|
||||
"$(INTDIR)\Meshes.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Meshes Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Textures tutorial shows how to load and render file-based geometry
|
||||
meshes in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut06_Meshes
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Complicated geometry is usally modelled using 3D modelling software and
|
||||
saved in a file, such as Microsoft's .x file format. Using meshes can be
|
||||
somewhat involved, but fortunately D3DX contains functions to help out. This
|
||||
tutorial shows how use the D3DX functions to load and render file-based
|
||||
meshes. Note that we still have to handle materials and textures manually.
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 65 KiB |
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user