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:
2025-11-29 16:24:34 +09:00
commit e067522598
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//-----------------------------------------------------------------------------
// Name: VertexBlend Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The VertexBlend sample demonstrates a technique called vertex blending (also
known as surface skinning). It displays a file-based object which is made to
bend is various spots.
Surface skinning is an impressive technique used for effects like smooth
joints and bulging muscles in character animations.
Note that not all cards support all features for vertex blending. For more
information on vertex blending, refer to the DirectX SDK documentation.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\VertexBlend
Executable: DXSDK\Samples\Multimedia\D3D\Bin
User's Guide
============
The following keys are implemented. The dropdown menus can be used for the
same controls.
<Enter> Starts and stops the scene
<Space> Advances the scene by a small increment
<F1> Shows help or available commands.
<F2> Prompts user to select a new rendering device or display mode
<Alt+Enter> Toggles between fullscreen and windowed modes
<Esc> Exits the app.
Programming Notes
=================
Vertex blending requires each vertex to have an associated blend weight.
Multiple world transforms are set up using SetTransformState() and the
blend weights determine how much contribution each world matrix has when
positioning each vertex.
In this sample, a mesh is loaded using the common helper code. What is
important is how a custom vertex and a custom FVF is declared and used
to build the mesh (see the SetFVF() call for the mesh object). Without
using the mesh helper code, the technique is the same: just create a
vertex buffer full of vertices that have a blend weight, and use the
appropriate FVF.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\Multimedia\Common

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// Microsoft Developer Studio generated include file.
// 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
//
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#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

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//-----------------------------------------------------------------------------
// File: VertexBlend.cpp
//
// 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.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name: struct BLENDVERTEX
// Desc: Custom vertex which includes a blending factor
//-----------------------------------------------------------------------------
struct BLENDVERTEX
{
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
FLOAT tu, tv; // Referenced as v7 in the vertex shader
};
#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
{
CD3DFont* m_pFont;
CD3DMesh* m_pObject; // Object to use for vertex blending
DWORD m_dwNumVertices;
DWORD m_dwNumFaces;
LPDIRECT3DVERTEXBUFFER8 m_pVB;
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 );
m_pObject = new CD3DMesh();
m_pVB = NULL;
m_pIB = NULL;
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()
{
// Set the vertex blending matrices for this frame
D3DXVECTOR3 vAxis( 2+sinf(m_fTime*3.1f), 2+sinf(m_fTime*3.3f), sinf(m_fTime*3.5f) );
D3DXMatrixRotationAxis( &m_matLowerArm, &vAxis, sinf(3*m_fTime) );
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
// frame. It's just done here for clarity
if( m_bUseVertexShader )
{
// 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.)
D3DXVECTOR4 vLight( 0.5f, 1.0f, -1.0f, 0.0f );
D3DXVec4Normalize( &vLight, &vLight );
FLOAT fDiffuse[] = { 1.00f, 1.00f, 0.00f, 0.00f };
FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
// Vertex shader operations use transposed matrices
D3DXMATRIX matWorld0Transpose, matWorld1Transpose;
D3DXMATRIX matView, matProj, matViewProj, matViewProjTranspose;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
D3DXMatrixMultiply( &matViewProj, &matView, &matProj );
D3DXMatrixTranspose( &matWorld0Transpose, &m_matUpperArm );
D3DXMatrixTranspose( &matWorld1Transpose, &m_matLowerArm );
D3DXMatrixTranspose( &matViewProjTranspose, &matViewProj );
// 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 );
m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
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 );
}

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SOURCE=..\..\common\src\d3dutil.cpp
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SOURCE=..\..\common\include\d3dutil.h
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SOURCE=..\..\common\src\dxutil.cpp
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SOURCE=..\..\common\include\dxutil.h
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SOURCE=..\..\media\Blend.vsh
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# Begin Source File
SOURCE=.\readme.txt
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# Begin Source File
SOURCE=.\VertexBlend.cpp
# End Source File
# End Target
# End Project

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@@ -0,0 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "VertexBlend"=.\vertexblend.dsp - Package Owner=<4>
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@@ -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::
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$(CPP_PROJ) $<
<<
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$(CPP_PROJ) $<
<<
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$(CPP) @<<
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$(CPP) @<<
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MTL=midl.exe
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RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\WinMain.res" /d "NDEBUG"
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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:"$(OUTDIR)\vertexblend.exe" /stack:0x200000,0x200000
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"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\VertexBlend.obj" \
"$(INTDIR)\WinMain.res"
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$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
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!ELSEIF "$(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 "$(INTDIR)\d3dutil.obj"
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-@erase "$(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) $<
<<
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$(CPP) @<<
$(CPP_PROJ) $<
<<
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$(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"$(OUTDIR)\vertexblend.bsc"
BSC32_SBRS= \
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"$(INTDIR)\d3dfont.obj" \
"$(INTDIR)\d3dutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\VertexBlend.obj" \
"$(INTDIR)\WinMain.res"
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$(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
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$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dapp.cpp
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$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dfile.cpp
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$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dfont.cpp
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$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\d3dutil.cpp
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$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\dxutil.cpp
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$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=.\VertexBlend.cpp
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!ENDIF

View File

@@ -0,0 +1,184 @@
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