Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
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//-----------------------------------------------------------------------------
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// File: VertexShader.cpp
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//
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// Desc: Example code showing how to do vertex shaders in D3D.
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <stdio.h>
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#include <math.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"
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#include "D3DUtil.h"
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#include "DXUtil.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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// Font for drawing text
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CD3DFont* m_pFont;
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CD3DFont* m_pFontSmall;
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// Scene
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LPDIRECT3DVERTEXBUFFER8 m_pVB;
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LPDIRECT3DINDEXBUFFER8 m_pIB;
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DWORD m_dwNumVertices;
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DWORD m_dwNumIndices;
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DWORD m_dwShader;
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DWORD m_dwSize;
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// Transforms
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D3DXMATRIX m_matPosition;
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D3DXMATRIX m_matView;
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D3DXMATRIX m_matProj;
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// Navigation
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BYTE m_bKey[256];
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FLOAT m_fSpeed;
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FLOAT m_fAngularSpeed;
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BOOL m_bShowHelp;
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D3DXVECTOR3 m_vVelocity;
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D3DXVECTOR3 m_vAngularVelocity;
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT FinalCleanup();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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public:
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("VertexShader");
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m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
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m_pIB = NULL;
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m_pVB = NULL;
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m_dwSize = 32;
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m_dwNumIndices = (m_dwSize - 1) * (m_dwSize - 1) * 6;
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m_dwNumVertices = m_dwSize * m_dwSize;
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m_dwShader = 0;
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ZeroMemory( m_bKey, sizeof(m_bKey) );
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m_fSpeed = 5.0f;
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m_fAngularSpeed = 1.0f;
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m_bShowHelp = FALSE;
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m_vVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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m_vAngularVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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// Setup the view matrix
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D3DXVECTOR3 vEye = D3DXVECTOR3( 2.0f, 3.0f, 3.0f );
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D3DXVECTOR3 vAt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMatrixLookAtRH( &m_matView, &vEye, &vAt, &vUp );
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// Set the position matrix
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D3DXMatrixInverse( &m_matPosition, NULL, &m_matView );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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FLOAT fSecsPerFrame = m_fElapsedTime;
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// Process keyboard input
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D3DXVECTOR3 vT( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vR( 0.0f, 0.0f, 0.0f );
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if( m_bKey[VK_LEFT] || m_bKey[VK_NUMPAD1] ) vT.x -= 1.0f; // Slide Left
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if( m_bKey[VK_RIGHT] || m_bKey[VK_NUMPAD3] ) vT.x += 1.0f; // Slide Right
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if( m_bKey[VK_DOWN] ) vT.y -= 1.0f; // Slide Down
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if( m_bKey[VK_UP] ) vT.y += 1.0f; // Slide Up
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if( m_bKey['W'] ) vT.z -= 2.0f; // Move Forward
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if( m_bKey['S'] ) vT.z += 2.0f; // Move Backward
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if( m_bKey['A'] || m_bKey[VK_NUMPAD8] ) vR.x -= 1.0f; // Pitch Down
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if( m_bKey['Z'] || m_bKey[VK_NUMPAD2] ) vR.x += 1.0f; // Pitch Up
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if( m_bKey['E'] || m_bKey[VK_NUMPAD6] ) vR.y -= 1.0f; // Turn Right
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if( m_bKey['Q'] || m_bKey[VK_NUMPAD4] ) vR.y += 1.0f; // Turn Left
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if( m_bKey[VK_NUMPAD9] ) vR.z -= 2.0f; // Roll CW
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if( m_bKey[VK_NUMPAD7] ) vR.z += 2.0f; // Roll CCW
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m_vVelocity = m_vVelocity * 0.9f + vT * 0.1f;
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m_vAngularVelocity = m_vAngularVelocity * 0.9f + vR * 0.1f;
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// Update position and view matricies
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D3DXMATRIX matT, matR;
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D3DXQUATERNION qR;
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vT = m_vVelocity * fSecsPerFrame * m_fSpeed;
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vR = m_vAngularVelocity * fSecsPerFrame * m_fAngularSpeed;
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D3DXMatrixTranslation( &matT, vT.x, vT.y, vT.z);
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D3DXMatrixMultiply( &m_matPosition, &matT, &m_matPosition );
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D3DXQuaternionRotationYawPitchRoll( &qR, vR.y, vR.x, vR.z );
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D3DXMatrixRotationQuaternion( &matR, &qR );
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D3DXMatrixMultiply( &m_matPosition, &matR, &m_matPosition );
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D3DXMatrixInverse( &m_matView, NULL, &m_matPosition );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );
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// Set up the vertex shader constants
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{
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D3DXMATRIX mat;
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D3DXMatrixMultiply( &mat, &m_matView, &m_matProj );
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D3DXMatrixTranspose( &mat, &mat );
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D3DXVECTOR4 vA( sinf(m_fTime)*15.0f, 0.0f, 0.5f, 1.0f );
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D3DXVECTOR4 vD( D3DX_PI, 1.0f/(2.0f*D3DX_PI), 2.0f*D3DX_PI, 0.05f );
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// Taylor series coefficients for sin and cos
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D3DXVECTOR4 vSin( 1.0f, -1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f );
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D3DXVECTOR4 vCos( 1.0f, -1.0f/2.0f, 1.0f/ 24.0f, -1.0f/ 720.0f );
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m_pd3dDevice->SetVertexShaderConstant( 0, &mat, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 4, &vA, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 7, &vD, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 10, &vSin, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 11, &vCos, 1 );
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the backbuffer
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x000000ff, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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m_pd3dDevice->SetVertexShader( m_dwShader );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(D3DXVECTOR2) );
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m_pd3dDevice->SetIndices( m_pIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
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0, m_dwNumIndices/3 );
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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if( m_bShowHelp )
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{
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m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
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_T("Keyboard controls:") );
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m_pFontSmall->DrawText( 20, 60, D3DCOLOR_ARGB(255,255,255,255),
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_T("Move\nTurn\nPitch\nSlide\n")
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_T("Help\nChange device\nExit") );
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m_pFontSmall->DrawText( 210, 60, D3DCOLOR_ARGB(255,255,255,255),
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_T("W,S\nE,Q\nA,Z\nArrow keys\n")
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_T("F1\nF2\nEsc") );
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}
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else
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{
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m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
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_T("Press F1 for help") );
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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HRESULT hr;
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m_pFont->RestoreDeviceObjects();
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m_pFontSmall->RestoreDeviceObjects();
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// Setup render states
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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// Create index buffer
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{
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WORD* pIndices;
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if( FAILED( hr = m_pd3dDevice->CreateIndexBuffer( m_dwNumIndices*sizeof(WORD),
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0, D3DFMT_INDEX16,
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D3DPOOL_DEFAULT, &m_pIB ) ) )
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return hr;
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if( FAILED( hr = m_pIB->Lock( 0, m_dwNumIndices*sizeof(WORD), (BYTE**)&pIndices, 0 ) ) )
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return hr;
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for( DWORD y=1; y<m_dwSize; y++ )
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{
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for( DWORD x=1; x<m_dwSize; x++ )
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{
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*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-1) );
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*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
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*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
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*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
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*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
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*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-0) );
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}
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}
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if( FAILED( hr = m_pIB->Unlock() ) )
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return hr;
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}
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// Create vertex buffer
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{
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D3DXVECTOR2 *pVertices;
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if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( m_dwNumVertices*sizeof(D3DXVECTOR2),
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0, 0,
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D3DPOOL_DEFAULT, &m_pVB ) ) )
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return hr;
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if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(D3DXVECTOR2), (BYTE**)&pVertices, 0 ) ) )
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return hr;
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for( DWORD y=0; y<m_dwSize; y++ )
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{
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for( DWORD x=0; x<m_dwSize; x++ )
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{
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*pVertices++ = D3DXVECTOR2( ((float)x / (float)(m_dwSize-1) - 0.5f) * D3DX_PI,
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((float)y / (float)(m_dwSize-1) - 0.5f) * D3DX_PI );
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}
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}
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if( FAILED( hr = m_pVB->Unlock() ) )
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return hr;
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}
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// Create vertex shader
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{
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TCHAR strVertexShaderPath[512];
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LPD3DXBUFFER pCode;
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DWORD dwDecl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT2),
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D3DVSD_END()
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};
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// Find the vertex shader file
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DXUtil_FindMediaFile( strVertexShaderPath, _T("Ripple.vsh") );
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// Assemble the vertex shader from the file
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if( FAILED( hr = D3DXAssembleShaderFromFile( strVertexShaderPath,
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0, NULL, &pCode, NULL ) ) )
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return hr;
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// Create the vertex shader
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hr = m_pd3dDevice->CreateVertexShader( dwDecl, (DWORD*)pCode->GetBufferPointer(),
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&m_dwShader, 0 );
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pCode->Release();
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if( FAILED(hr) )
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return hr;
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}
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// Set up the projection matrix
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FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovRH( &m_matProj, D3DXToRadian(60.0f), fAspectRatio, 0.1f, 100.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProj );
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return S_OK;
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}
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||||
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||||
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||||
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||||
//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
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{
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m_pFont->InvalidateDeviceObjects();
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m_pFontSmall->InvalidateDeviceObjects();
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SAFE_RELEASE( m_pIB );
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SAFE_RELEASE( m_pVB );
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m_pd3dDevice->DeleteVertexShader( m_dwShader );
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return S_OK;
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}
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||||
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||||
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exiting, or the device is being changed,
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||||
// this function deletes any device dependent objects.
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||||
//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DeleteDeviceObjects()
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||||
{
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m_pFont->DeleteDeviceObjects();
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m_pFontSmall->DeleteDeviceObjects();
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return S_OK;
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||||
}
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||||
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||||
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||||
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// Name: FinalCleanup()
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||||
// Desc: Called before the app exits, this function gives the app the chance
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||||
// to cleanup after itself.
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||||
//-----------------------------------------------------------------------------
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||||
HRESULT CMyD3DApplication::FinalCleanup()
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||||
{
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||||
SAFE_DELETE( m_pFont );
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||||
SAFE_DELETE( m_pFontSmall );
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||||
return S_OK;
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||||
}
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||||
|
||||
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||||
|
||||
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||||
//-----------------------------------------------------------------------------
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||||
// Name: ConfirmDevice()
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||||
// Desc: Called during device intialization, this code checks the device
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||||
// for some minimum set of capabilities
|
||||
//-----------------------------------------------------------------------------
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||||
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
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||||
D3DFORMAT Format )
|
||||
{
|
||||
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
||||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
||||
{
|
||||
if( pCaps->VertexShaderVersion < D3DVS_VERSION(1,0) )
|
||||
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 key presses
|
||||
switch( uMsg )
|
||||
{
|
||||
case WM_KEYUP:
|
||||
m_bKey[wParam] = 0;
|
||||
break;
|
||||
|
||||
case WM_KEYDOWN:
|
||||
m_bKey[wParam] = 1;
|
||||
break;
|
||||
|
||||
case WM_COMMAND:
|
||||
{
|
||||
switch( LOWORD(wParam) )
|
||||
{
|
||||
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|
||||
m_bShowHelp = !m_bShowHelp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Pass remaining messages to default handler
|
||||
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
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|
||||
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|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
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||||
# ** DO NOT EDIT **
|
||||
|
||||
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||||
|
||||
CFG=VertexShader - Win32 Debug
|
||||
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|
||||
!MESSAGE use the Export Makefile command and run
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
!MESSAGE NMAKE /f "VertexShader.mak" CFG="VertexShader - Win32 Debug"
|
||||
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|
||||
!MESSAGE Possible choices for configuration are:
|
||||
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|
||||
!MESSAGE "VertexShader - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "VertexShader - Win32 Debug" (based on "Win32 (x86) Application")
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||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
# ADD LINK32 d3dx8.lib d3d8.lib d3dxof.lib winmm.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
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|
||||
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
LINK32=link.exe
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||||
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|
||||
# ADD LINK32 d3dx8dt.lib d3d8.lib d3dxof.lib winmm.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
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|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "VertexShader - Win32 Release"
|
||||
# Name "VertexShader - Win32 Debug"
|
||||
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|
||||
|
||||
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|
||||
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||||
|
||||
SOURCE=.\resource.h
|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\WinMain.rc
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
|
||||
SOURCE=..\..\common\include\d3dapp.h
|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\..\common\src\d3dfile.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\d3dfile.h
|
||||
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|
||||
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|
||||
|
||||
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
|
||||
# End Group
|
||||
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|
||||
|
||||
SOURCE=.\readme.txt
|
||||
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|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\VertexShader.cpp
|
||||
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|
||||
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|
||||
# End Project
|
||||
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|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "VertexShader"=.\VertexShader.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
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|
||||
|
||||
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||||
|
||||
Global:
|
||||
|
||||
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|
||||
{{{
|
||||
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|
||||
|
||||
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|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,251 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on VertexShader.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=VertexShader - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to VertexShader - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "VertexShader - Win32 Release" && "$(CFG)" != "VertexShader - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(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 "VertexShader.mak" CFG="VertexShader - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "VertexShader - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "VertexShader - 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)" == "VertexShader - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\VertexShader.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\d3dapp.obj"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
-@erase "$(INTDIR)\VertexShader.obj"
|
||||
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|
||||
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|
||||
|
||||
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|
||||
if not exist "$(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"$(INTDIR)\VertexShader.pch" /YX /Fo"$(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) $<
|
||||
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|
||||
|
||||
.cxx{$(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"
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||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\VertexShader.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib d3dxof.lib winmm.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\VertexShader.pdb" /machine:I386 /out:"$(OUTDIR)\VertexShader.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
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|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\VertexShader.obj" \
|
||||
"$(INTDIR)\WinMain.res"
|
||||
|
||||
"$(OUTDIR)\VertexShader.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
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|
||||
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|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "VertexShader - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
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||||
OutDir=.\Debug
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||||
|
||||
ALL : "$(OUTDIR)\VertexShader.exe"
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||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\VertexShader.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"$(OUTDIR)\VertexShader.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8dt.lib d3d8.lib d3dxof.lib winmm.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\VertexShader.pdb" /debug /machine:I386 /out:"$(OUTDIR)\VertexShader.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\d3dapp.obj" \
|
||||
"$(INTDIR)\d3dfile.obj" \
|
||||
"$(INTDIR)\d3dfont.obj" \
|
||||
"$(INTDIR)\d3dutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\VertexShader.obj" \
|
||||
"$(INTDIR)\WinMain.res"
|
||||
|
||||
"$(OUTDIR)\VertexShader.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("VertexShader.dep")
|
||||
!INCLUDE "VertexShader.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "VertexShader.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "VertexShader - Win32 Release" || "$(CFG)" == "VertexShader - 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) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=.\VertexShader.cpp
|
||||
|
||||
"$(INTDIR)\VertexShader.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
180
Library/dxx8/samples/Multimedia/Direct3D/VertexShader/WinMain.rc
Normal file
180
Library/dxx8/samples/Multimedia/Direct3D/VertexShader/WinMain.rc
Normal file
@@ -0,0 +1,180 @@
|
||||
//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
|
||||
VK_ESCAPE, IDM_EXIT, VIRTKEY, NOINVERT
|
||||
VK_F1, IDM_TOGGLEHELP, 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
|
||||
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
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,46 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: VertexShader Direct3D Sample
|
||||
//
|
||||
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
This sample shows some of the effects that can be achieved using vertex
|
||||
shaders. Vertex shaders use a set of instructions, executed by the 3D
|
||||
device on a per-vertex basis, that can affect the properties of the
|
||||
vertex (positions, normal, color, tex coords, etc.) in interesting ways.
|
||||
|
||||
Note that not all cards may support all the various features vertex shaders.
|
||||
For more information on vertex shaders, refer to the DirectX SDK
|
||||
documentation.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\VertexShader
|
||||
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
|
||||
=================
|
||||
Programming vertex shaders is not a trivial task. Please read any vertex
|
||||
shader-specific documentation accompanying the DirectX SDK.
|
||||
|
||||
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
|
||||
@@ -0,0 +1,36 @@
|
||||
//{{NO_DEPENDENCIES}}
|
||||
// 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_TOGGLEHELP 40001
|
||||
#define IDM_CHANGEDEVICE 40002
|
||||
#define IDM_TOGGLEFULLSCREEN 40003
|
||||
#define IDM_TOGGLESTART 40004
|
||||
#define IDM_SINGLESTEP 40005
|
||||
#define IDM_EXIT 40006
|
||||
|
||||
// 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 40011
|
||||
#define _APS_NEXT_CONTROL_VALUE 1027
|
||||
#define _APS_NEXT_SYMED_VALUE 102
|
||||
#endif
|
||||
#endif
|
||||
Reference in New Issue
Block a user