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:
BIN
Library/dxx8/samples/Multimedia/Direct3D/VertexBlend/directx.ico
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Library/dxx8/samples/Multimedia/Direct3D/VertexBlend/directx.ico
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//-----------------------------------------------------------------------------
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// Name: VertexBlend Direct3D Sample
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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||||
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Description
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===========
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The VertexBlend sample demonstrates a technique called vertex blending (also
|
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known as surface skinning). It displays a file-based object which is made to
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bend is various spots.
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Surface skinning is an impressive technique used for effects like smooth
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joints and bulging muscles in character animations.
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Note that not all cards support all features for vertex blending. For more
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information on vertex blending, refer to the DirectX SDK documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\VertexBlend
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Executable: DXSDK\Samples\Multimedia\D3D\Bin
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User's Guide
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============
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The following keys are implemented. The dropdown menus can be used for the
|
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same controls.
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<Enter> Starts and stops the scene
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<Space> Advances the scene by a small increment
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<F1> Shows help or available commands.
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<F2> Prompts user to select a new rendering device or display mode
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<Alt+Enter> Toggles between fullscreen and windowed modes
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<Esc> Exits the app.
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Programming Notes
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=================
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Vertex blending requires each vertex to have an associated blend weight.
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Multiple world transforms are set up using SetTransformState() and the
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blend weights determine how much contribution each world matrix has when
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positioning each vertex.
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In this sample, a mesh is loaded using the common helper code. What is
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important is how a custom vertex and a custom FVF is declared and used
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to build the mesh (see the SetFVF() call for the mesh object). Without
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using the mesh helper code, the technique is the same: just create a
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vertex buffer full of vertices that have a blend weight, and use the
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appropriate FVF.
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This sample makes use of common DirectX code (consisting of helper functions,
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etc.) that is shared with other samples on the DirectX SDK. All common
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headers and source code can be found in the following directory:
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DXSDK\Samples\Multimedia\Common
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@@ -0,0 +1,36 @@
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//{{NO_DEPENDENCIES}}
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||||
// Microsoft Developer Studio generated include file.
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||||
// Used by WinMain.rc
|
||||
//
|
||||
#define IDI_MAIN_ICON 101
|
||||
#define IDR_MAIN_ACCEL 113
|
||||
#define IDR_MENU 141
|
||||
#define IDR_POPUP 142
|
||||
#define IDD_SELECTDEVICE 144
|
||||
#define IDC_DEVICE_COMBO 1000
|
||||
#define IDC_MODE_COMBO 1001
|
||||
#define IDC_ADAPTER_COMBO 1002
|
||||
#define IDC_FULLSCREENMODES_COMBO 1003
|
||||
#define IDC_MULTISAMPLE_COMBO 1005
|
||||
#define IDC_WINDOWED_CHECKBOX 1012
|
||||
#define IDC_FULLSCREEN_TEXT 1014
|
||||
#define IDC_WINDOW 1016
|
||||
#define IDC_FULLSCREEN 1018
|
||||
#define IDM_CHANGEDEVICE 40002
|
||||
#define IDM_TOGGLEFULLSCREEN 40003
|
||||
#define IDM_TOGGLESTART 40004
|
||||
#define IDM_SINGLESTEP 40005
|
||||
#define IDM_EXIT 40006
|
||||
#define IDM_USEVERTEXSHADER 40011
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_3D_CONTROLS 1
|
||||
#define _APS_NEXT_RESOURCE_VALUE 146
|
||||
#define _APS_NEXT_COMMAND_VALUE 40012
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
@@ -0,0 +1,513 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: VertexBlend.cpp
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||||
//
|
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// Desc: Example code showing how to do a skinning effect, using the vertex
|
||||
// blending feature of Direct3D. Normally, Direct3D transforms each
|
||||
// vertex through the world matrix. The vertex blending feature,
|
||||
// however, uses mulitple world matrices and a per-vertex blend factor
|
||||
// to transform each vertex.
|
||||
//
|
||||
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
|
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//-----------------------------------------------------------------------------
|
||||
#define STRICT
|
||||
#include <math.h>
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||||
#include <stdio.h>
|
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#include <D3DX8.h>
|
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#include "D3DApp.h"
|
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#include "D3DFile.h"
|
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#include "D3DFont.h"
|
||||
#include "D3DUtil.h"
|
||||
#include "DXUtil.h"
|
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#include "resource.h"
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||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
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// Name: struct BLENDVERTEX
|
||||
// Desc: Custom vertex which includes a blending factor
|
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//-----------------------------------------------------------------------------
|
||||
struct BLENDVERTEX
|
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{
|
||||
D3DXVECTOR3 v; // Referenced as v0 in the vertex shader
|
||||
FLOAT blend; // Referenced as v1.x in the vertex shader
|
||||
D3DXVECTOR3 n; // Referenced as v3 in the vertex shader
|
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FLOAT tu, tv; // Referenced as v7 in the vertex shader
|
||||
};
|
||||
|
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#define D3DFVF_BLENDVERTEX (D3DFVF_XYZB1|D3DFVF_NORMAL|D3DFVF_TEX1)
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: class CMyD3DApplication
|
||||
// Desc: Application class. The base class (CD3DApplication) provides the
|
||||
// generic functionality needed in all Direct3D samples. CMyD3DApplication
|
||||
// adds functionality specific to this sample program.
|
||||
//-----------------------------------------------------------------------------
|
||||
class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont;
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CD3DMesh* m_pObject; // Object to use for vertex blending
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||||
DWORD m_dwNumVertices;
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DWORD m_dwNumFaces;
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||||
LPDIRECT3DVERTEXBUFFER8 m_pVB;
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LPDIRECT3DINDEXBUFFER8 m_pIB;
|
||||
|
||||
D3DXMATRIX m_matUpperArm; // Vertex blending matrices
|
||||
D3DXMATRIX m_matLowerArm;
|
||||
|
||||
DWORD m_dwVertexShader; // Vertex shader
|
||||
BOOL m_bUseVertexShader;
|
||||
|
||||
protected:
|
||||
HRESULT OneTimeSceneInit();
|
||||
HRESULT InitDeviceObjects();
|
||||
HRESULT RestoreDeviceObjects();
|
||||
HRESULT InvalidateDeviceObjects();
|
||||
HRESULT DeleteDeviceObjects();
|
||||
HRESULT Render();
|
||||
HRESULT FrameMove();
|
||||
HRESULT FinalCleanup();
|
||||
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
|
||||
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
|
||||
|
||||
public:
|
||||
CMyD3DApplication();
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: Entry point to the program. Initializes everything, and goes into a
|
||||
// message-processing loop. Idle time is used to render the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
CMyD3DApplication d3dApp;
|
||||
|
||||
if( FAILED( d3dApp.Create( hInst ) ) )
|
||||
return 0;
|
||||
|
||||
return d3dApp.Run();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: CMyD3DApplication()
|
||||
// Desc: Application constructor. Sets attributes for the app.
|
||||
//-----------------------------------------------------------------------------
|
||||
CMyD3DApplication::CMyD3DApplication()
|
||||
{
|
||||
m_strWindowTitle = _T("VertexBlend: Surface Skinning Example");
|
||||
m_bUseDepthBuffer = TRUE;
|
||||
|
||||
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pObject = new CD3DMesh();
|
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m_pVB = NULL;
|
||||
m_pIB = NULL;
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||||
m_dwVertexShader = 0L;
|
||||
m_bUseVertexShader = FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: OneTimeSceneInit()
|
||||
// Desc: Called during initial app startup, this function performs all the
|
||||
// permanent initialization.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::OneTimeSceneInit()
|
||||
{
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: FrameMove()
|
||||
// Desc: Called once per frame, the call is the entry point for animating
|
||||
// the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::FrameMove()
|
||||
{
|
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// Set the vertex blending matrices for this frame
|
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D3DXVECTOR3 vAxis( 2+sinf(m_fTime*3.1f), 2+sinf(m_fTime*3.3f), sinf(m_fTime*3.5f) );
|
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D3DXMatrixRotationAxis( &m_matLowerArm, &vAxis, sinf(3*m_fTime) );
|
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D3DXMatrixIdentity( &m_matUpperArm );
|
||||
|
||||
// Set the vertex shader constants. Note: outside of the blend matrices,
|
||||
// most of these values don't change, so don't need to really be set every
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// frame. It's just done here for clarity
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||||
if( m_bUseVertexShader )
|
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{
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||||
// Some basic constants
|
||||
D3DXVECTOR4 vZero(0,0,0,0);
|
||||
D3DXVECTOR4 vOne(1,1,1,1);
|
||||
|
||||
// Lighting vector (normalized) and material colors. (Use red light
|
||||
// to show difference from non-vertex shader case.)
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D3DXVECTOR4 vLight( 0.5f, 1.0f, -1.0f, 0.0f );
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||||
D3DXVec4Normalize( &vLight, &vLight );
|
||||
FLOAT fDiffuse[] = { 1.00f, 1.00f, 0.00f, 0.00f };
|
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FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
|
||||
|
||||
// Vertex shader operations use transposed matrices
|
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D3DXMATRIX matWorld0Transpose, matWorld1Transpose;
|
||||
D3DXMATRIX matView, matProj, matViewProj, matViewProjTranspose;
|
||||
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
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D3DXMatrixMultiply( &matViewProj, &matView, &matProj );
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||||
D3DXMatrixTranspose( &matWorld0Transpose, &m_matUpperArm );
|
||||
D3DXMatrixTranspose( &matWorld1Transpose, &m_matLowerArm );
|
||||
D3DXMatrixTranspose( &matViewProjTranspose, &matViewProj );
|
||||
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||||
// Set the vertex shader constants
|
||||
m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 );
|
||||
m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 );
|
||||
m_pd3dDevice->SetVertexShaderConstant( 4, &matWorld0Transpose, 4 );
|
||||
m_pd3dDevice->SetVertexShaderConstant( 8, &matWorld1Transpose, 4 );
|
||||
m_pd3dDevice->SetVertexShaderConstant( 12, &matViewProjTranspose, 4 );
|
||||
m_pd3dDevice->SetVertexShaderConstant( 20, &vLight, 1 );
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||||
m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
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||||
m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 1 );
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Called once per frame, the call is the entry point for 3d
|
||||
// rendering. This function sets up render states, clears the
|
||||
// viewport, and renders the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::Render()
|
||||
{
|
||||
// Clear the backbuffer
|
||||
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
||||
0x000000ff, 1.0f, 0L );
|
||||
|
||||
// Begin the scene
|
||||
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
|
||||
{
|
||||
if( m_bUseVertexShader )
|
||||
{
|
||||
m_pd3dDevice->SetVertexShader( m_dwVertexShader );
|
||||
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(BLENDVERTEX) );
|
||||
m_pd3dDevice->SetIndices( m_pIB, 0 );
|
||||
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
|
||||
0, m_dwNumFaces );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Enable vertex blending using API
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matUpperArm );
|
||||
m_pd3dDevice->SetTransform( D3DTS_WORLD1, &m_matLowerArm );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS );
|
||||
|
||||
// Display the object
|
||||
m_pObject->Render( m_pd3dDevice );
|
||||
}
|
||||
|
||||
// Output statistics
|
||||
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
|
||||
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
|
||||
|
||||
if( m_bUseVertexShader )
|
||||
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using vertex shader") );
|
||||
else
|
||||
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using D3DRS_VERTEXBLEND") );
|
||||
|
||||
// End the scene.
|
||||
m_pd3dDevice->EndScene();
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitDeviceObjects()
|
||||
// Desc: Initialize scene objects.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InitDeviceObjects()
|
||||
{
|
||||
// Initialize the font's internal textures
|
||||
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Load an object to render
|
||||
if( FAILED( m_pObject->Create( m_pd3dDevice, _T("mslogo.x") ) ) )
|
||||
return D3DAPPERR_MEDIANOTFOUND;
|
||||
|
||||
if( ( ( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
( m_dwCreateFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) ) &&
|
||||
m_d3dCaps.VertexShaderVersion < D3DVS_VERSION(1,0) )
|
||||
{
|
||||
// No VS available, so don't try to use it or allow user to
|
||||
// switch to it
|
||||
m_bUseVertexShader = FALSE;
|
||||
EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
|
||||
}
|
||||
else if( m_d3dCaps.MaxVertexBlendMatrices < 2 )
|
||||
{
|
||||
// No blend matrices available, so don't try to use them or
|
||||
// allow user to switch to them
|
||||
m_bUseVertexShader = TRUE;
|
||||
EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Both techniques available, so default to blend matrices and
|
||||
// allow the user to switch techniques
|
||||
m_bUseVertexShader = FALSE;
|
||||
EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_ENABLED );
|
||||
}
|
||||
|
||||
// Set a custom FVF for the mesh
|
||||
m_pObject->SetFVF( m_pd3dDevice, D3DFVF_BLENDVERTEX );
|
||||
|
||||
// Add blending weights to the mesh
|
||||
{
|
||||
// Gain acces to the mesh's vertices
|
||||
LPDIRECT3DVERTEXBUFFER8 pVB;
|
||||
BLENDVERTEX* pVertices;
|
||||
DWORD dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices();
|
||||
m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
|
||||
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
|
||||
|
||||
// Calculate the min/max z values for all the vertices
|
||||
FLOAT fMinX = 1e10f;
|
||||
FLOAT fMaxX = -1e10f;
|
||||
|
||||
for( DWORD i=0; i<dwNumVertices; i++ )
|
||||
{
|
||||
if( pVertices[i].v.x < fMinX )
|
||||
fMinX = pVertices[i].v.x;
|
||||
if( pVertices[i].v.x > fMaxX )
|
||||
fMaxX = pVertices[i].v.x;
|
||||
}
|
||||
|
||||
for( i=0; i<dwNumVertices; i++ )
|
||||
{
|
||||
// Set the blend factors for the vertices
|
||||
FLOAT a = ( pVertices[i].v.x - fMinX ) / ( fMaxX - fMinX );
|
||||
pVertices[i].blend = 1.0f-sinf(a*D3DX_PI*1.0f);
|
||||
}
|
||||
|
||||
// Done with the mesh's vertex buffer data
|
||||
pVB->Unlock();
|
||||
pVB->Release();
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: RestoreDeviceObjects()
|
||||
// Desc: Restore device-memory objects and state after a device is created or
|
||||
// resized.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
||||
{
|
||||
m_pFont->RestoreDeviceObjects();
|
||||
|
||||
// Restore mesh's local memory objects
|
||||
m_pObject->RestoreDeviceObjects( m_pd3dDevice );
|
||||
|
||||
// Get access to the mesh vertex and index buffers
|
||||
m_pObject->GetLocalMesh()->GetVertexBuffer( &m_pVB );
|
||||
m_pObject->GetLocalMesh()->GetIndexBuffer( &m_pIB );
|
||||
m_dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices();
|
||||
m_dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
|
||||
|
||||
if( ( m_dwCreateFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING ) ||
|
||||
m_d3dCaps.VertexShaderVersion >= D3DVS_VERSION(1,0) )
|
||||
{
|
||||
// Setup the vertex declaration
|
||||
DWORD adwDecl[50];
|
||||
D3DXDeclaratorFromFVF( D3DFVF_BLENDVERTEX, adwDecl );
|
||||
|
||||
// Create vertex shader from a file
|
||||
if( FAILED( D3DUtil_CreateVertexShader( m_pd3dDevice,
|
||||
_T("Blend.vsh"), adwDecl,
|
||||
&m_dwVertexShader ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
}
|
||||
// Set miscellaneous render states
|
||||
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
|
||||
|
||||
// Set the projection matrix
|
||||
D3DXMATRIX matProj;
|
||||
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 10000.0f );
|
||||
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
|
||||
// Set the app view matrix for normal viewing
|
||||
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f,-5.0f,-10.0f );
|
||||
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMATRIX matView;
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
|
||||
// Create a directional light. (Use yellow light to distinguish from
|
||||
// vertex shader case.)
|
||||
D3DLIGHT8 light;
|
||||
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -0.5f, -1.0f, 1.0f );
|
||||
light.Diffuse.r = 1.0f;
|
||||
light.Diffuse.g = 1.0f;
|
||||
light.Diffuse.b = 0.0f;
|
||||
m_pd3dDevice->SetLight( 0, &light );
|
||||
m_pd3dDevice->LightEnable( 0, TRUE );
|
||||
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InvalidateDeviceObjects()
|
||||
// Desc: Called when the device-dependent objects are about to be lost.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
||||
{
|
||||
m_pFont->InvalidateDeviceObjects();
|
||||
m_pObject->InvalidateDeviceObjects();
|
||||
|
||||
if( m_dwVertexShader != 0 )
|
||||
m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
|
||||
|
||||
SAFE_RELEASE( m_pVB );
|
||||
SAFE_RELEASE( m_pIB );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: DeleteDeviceObjects()
|
||||
// Desc: Called when the app is exiting, or the device is being changed,
|
||||
// this function deletes any device dependent objects.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::DeleteDeviceObjects()
|
||||
{
|
||||
m_pFont->DeleteDeviceObjects();
|
||||
m_pObject->Destroy();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: FinalCleanup()
|
||||
// Desc: Called before the app exits, this function gives the app the chance
|
||||
// to cleanup after itself.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::FinalCleanup()
|
||||
{
|
||||
SAFE_DELETE( m_pFont );
|
||||
SAFE_DELETE( m_pObject );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: ConfirmDevice()
|
||||
// Desc: Called during device intialization, this code checks the device
|
||||
// for some minimum set of capabilities
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
|
||||
D3DFORMAT Format )
|
||||
{
|
||||
if( dwBehavior & D3DCREATE_PUREDEVICE )
|
||||
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
|
||||
|
||||
// Check that the device supports at least one of the two techniques
|
||||
// used in this sample: either a vertex shader, or at least two blend
|
||||
// matrices and a directional light.
|
||||
|
||||
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
||||
{
|
||||
if( pCaps->VertexShaderVersion >= D3DVS_VERSION(1,0) )
|
||||
return S_OK;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Software vertex processing always supports vertex shaders
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
// Check that the device can blend vertices with at least two matrices
|
||||
// (Software can always do up to 4 blend matrices)
|
||||
if( pCaps->MaxVertexBlendMatrices < 2 )
|
||||
return E_FAIL;
|
||||
|
||||
// If this is a TnL device, make sure it supports directional lights
|
||||
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
||||
{
|
||||
if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: MsgProc()
|
||||
// Desc: Message proc function to handle key and menu input
|
||||
//-----------------------------------------------------------------------------
|
||||
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
|
||||
LPARAM lParam )
|
||||
{
|
||||
// Handle menu commands
|
||||
if( WM_COMMAND == uMsg )
|
||||
{
|
||||
switch( LOWORD(wParam) )
|
||||
{
|
||||
case IDM_USEVERTEXSHADER:
|
||||
m_bUseVertexShader = !m_bUseVertexShader;
|
||||
CheckMenuItem( GetMenu(hWnd), IDM_USEVERTEXSHADER,
|
||||
m_bUseVertexShader ? MF_CHECKED : MF_UNCHECKED );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Pass remaining messages to default handler
|
||||
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,159 @@
|
||||
# Microsoft Developer Studio Project File - Name="VertexBlend" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=VertexBlend - 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 "vertexblend.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 "vertexblend.mak" CFG="VertexBlend - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "VertexBlend - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "VertexBlend - 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 "$(CFG)" == "VertexBlend - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
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|
||||
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|
||||
# PROP Intermediate_Dir "Release"
|
||||
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|
||||
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|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
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|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "VertexBlend - 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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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
# 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 /I "..\..\common\include" /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 d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "VertexBlend - Win32 Release"
|
||||
# Name "VertexBlend - Win32 Debug"
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\resource.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\WinMain.rc
|
||||
# End Source File
|
||||
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|
||||
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|
||||
|
||||
# PROP Default_Filter ""
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\d3dapp.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\d3dapp.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\d3dfile.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\d3dfile.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\d3dfont.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\d3dfont.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\d3dutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\d3dutil.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\dxutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\dxutil.h
|
||||
# End Source File
|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\..\media\Blend.vsh
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\VertexBlend.cpp
|
||||
# End Source File
|
||||
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||||
# End Project
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||||
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|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
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||||
|
||||
###############################################################################
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||||
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||||
Project: "VertexBlend"=.\vertexblend.dsp - Package Owner=<4>
|
||||
|
||||
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{{{
|
||||
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||||
|
||||
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|
||||
{{{
|
||||
}}}
|
||||
|
||||
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||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
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||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,251 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on vertexblend.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=VertexBlend - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to VertexBlend - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "VertexBlend - Win32 Release" && "$(CFG)" != "VertexBlend - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(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 "vertexblend.mak" CFG="VertexBlend - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "VertexBlend - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "VertexBlend - 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)" == "VertexBlend - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\vertexblend.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\VertexBlend.obj"
|
||||
-@erase "$(INTDIR)\WinMain.res"
|
||||
-@erase "$(OUTDIR)\vertexblend.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\vertexblend.pch" /YX /Fo"$(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) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\WinMain.res" /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\vertexblend.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\vertexblend.pdb" /machine:I386 /out:"$(OUTDIR)\vertexblend.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\VertexBlend.obj" \
|
||||
"$(INTDIR)\WinMain.res"
|
||||
|
||||
"$(OUTDIR)\vertexblend.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "VertexBlend - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\vertexblend.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
-@erase "$(INTDIR)\d3dfile.obj"
|
||||
-@erase "$(INTDIR)\d3dfont.obj"
|
||||
-@erase "$(INTDIR)\d3dutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\VertexBlend.obj"
|
||||
-@erase "$(INTDIR)\WinMain.res"
|
||||
-@erase "$(OUTDIR)\vertexblend.exe"
|
||||
-@erase "$(OUTDIR)\vertexblend.ilk"
|
||||
-@erase "$(OUTDIR)\vertexblend.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\vertexblend.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) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\WinMain.res" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\vertexblend.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8dt.lib d3d8.lib d3dxof.lib dxguid.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\vertexblend.pdb" /debug /machine:I386 /out:"$(OUTDIR)\vertexblend.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\VertexBlend.obj" \
|
||||
"$(INTDIR)\WinMain.res"
|
||||
|
||||
"$(OUTDIR)\vertexblend.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("vertexblend.dep")
|
||||
!INCLUDE "vertexblend.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "vertexblend.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "VertexBlend - Win32 Release" || "$(CFG)" == "VertexBlend - Win32 Debug"
|
||||
SOURCE=.\WinMain.rc
|
||||
|
||||
"$(INTDIR)\WinMain.res" : $(SOURCE) "$(INTDIR)"
|
||||
$(RSC) $(RSC_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\d3dapp.cpp
|
||||
|
||||
"$(INTDIR)\d3dapp.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\d3dfile.cpp
|
||||
|
||||
"$(INTDIR)\d3dfile.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\d3dfont.cpp
|
||||
|
||||
"$(INTDIR)\d3dfont.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\d3dutil.cpp
|
||||
|
||||
"$(INTDIR)\d3dutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\dxutil.cpp
|
||||
|
||||
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\VertexBlend.cpp
|
||||
|
||||
"$(INTDIR)\VertexBlend.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
184
Library/dxx8/samples/Multimedia/Direct3D/VertexBlend/winmain.rc
Normal file
184
Library/dxx8/samples/Multimedia/Direct3D/VertexBlend/winmain.rc
Normal file
@@ -0,0 +1,184 @@
|
||||
//Microsoft Developer Studio generated resource script.
|
||||
//
|
||||
#include "resource.h"
|
||||
|
||||
#define APSTUDIO_READONLY_SYMBOLS
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 2 resource.
|
||||
//
|
||||
#define IDC_STATIC -1
|
||||
#include <windows.h>
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#undef APSTUDIO_READONLY_SYMBOLS
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// English (U.S.) resources
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
#pragma code_page(1252)
|
||||
#endif //_WIN32
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Icon
|
||||
//
|
||||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
IDI_MAIN_ICON ICON DISCARDABLE "DirectX.ico"
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TEXTINCLUDE
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#define IDC_STATIC -1\r\n"
|
||||
"#include <windows.h>\r\n"
|
||||
"\r\n"
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Accelerator
|
||||
//
|
||||
|
||||
IDR_MAIN_ACCEL ACCELERATORS DISCARDABLE
|
||||
BEGIN
|
||||
"V", IDM_USEVERTEXSHADER, VIRTKEY, CONTROL, NOINVERT
|
||||
VK_ESCAPE, IDM_EXIT, VIRTKEY, NOINVERT
|
||||
VK_F2, IDM_CHANGEDEVICE, VIRTKEY, NOINVERT
|
||||
VK_RETURN, IDM_TOGGLESTART, VIRTKEY, NOINVERT
|
||||
VK_RETURN, IDM_TOGGLEFULLSCREEN, VIRTKEY, ALT, NOINVERT
|
||||
VK_SPACE, IDM_SINGLESTEP, VIRTKEY, NOINVERT
|
||||
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
|
||||
END
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DESIGNINFO
|
||||
//
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
GUIDELINES DESIGNINFO DISCARDABLE
|
||||
BEGIN
|
||||
IDD_SELECTDEVICE, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 259
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 143
|
||||
END
|
||||
END
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Dialog
|
||||
//
|
||||
|
||||
IDD_SELECTDEVICE DIALOG DISCARDABLE 0, 0, 267, 138
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Select Device"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
GROUPBOX "Rendering device",IDC_STATIC,5,5,200,45
|
||||
LTEXT "&Adapter:",IDC_STATIC,22,17,65,10,SS_CENTERIMAGE
|
||||
COMBOBOX IDC_ADAPTER_COMBO,90,15,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
LTEXT "&Device:",IDC_STATIC,22,32,65,10,SS_CENTERIMAGE
|
||||
COMBOBOX IDC_DEVICE_COMBO,90,30,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
GROUPBOX "Rendering mode",IDC_STATIC,5,52,200,45
|
||||
CONTROL "Use desktop &window",IDC_WINDOW,"Button",
|
||||
BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP,10,62,85,15
|
||||
CONTROL "&Fullscreen mode:",IDC_FULLSCREEN,"Button",
|
||||
BS_AUTORADIOBUTTON,10,77,75,15
|
||||
COMBOBOX IDC_FULLSCREENMODES_COMBO,90,77,105,204,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_GROUP | WS_TABSTOP
|
||||
GROUPBOX "Multisample",IDC_STATIC,5,101,200,28
|
||||
LTEXT "&Multisample Type:",IDC_STATIC,22,113,62,10,
|
||||
SS_CENTERIMAGE
|
||||
COMBOBOX IDC_MULTISAMPLE_COMBO,90,111,105,100,CBS_DROPDOWNLIST |
|
||||
WS_VSCROLL | WS_TABSTOP
|
||||
DEFPUSHBUTTON "OK",IDOK,210,10,50,14
|
||||
PUSHBUTTON "Cancel",IDCANCEL,210,30,50,14
|
||||
END
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Menu
|
||||
//
|
||||
|
||||
IDR_MENU MENU DISCARDABLE
|
||||
BEGIN
|
||||
POPUP "&File"
|
||||
BEGIN
|
||||
MENUITEM "&Go/stop\tEnter", IDM_TOGGLESTART
|
||||
MENUITEM "&Single step\tSpace", IDM_SINGLESTEP
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "&Change device...\tF2", IDM_CHANGEDEVICE
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "E&xit\tESC", IDM_EXIT
|
||||
END
|
||||
POPUP "&Options"
|
||||
BEGIN
|
||||
MENUITEM "Use custom &vertex shader\tCtrl+V", IDM_USEVERTEXSHADER
|
||||
END
|
||||
END
|
||||
|
||||
IDR_POPUP MENU DISCARDABLE
|
||||
BEGIN
|
||||
POPUP "Popup"
|
||||
BEGIN
|
||||
MENUITEM "&Go/stop", IDM_TOGGLESTART
|
||||
MENUITEM "&Single step", IDM_SINGLESTEP
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "&Change device...", IDM_CHANGEDEVICE
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "E&xit", IDM_EXIT
|
||||
END
|
||||
END
|
||||
|
||||
#endif // English (U.S.) resources
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 3 resource.
|
||||
//
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif // not APSTUDIO_INVOKED
|
||||
|
||||
Reference in New Issue
Block a user