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>
87
Library/dxx8/samples/Multimedia/Media/Blend.vsh
Normal file
@@ -0,0 +1,87 @@
|
||||
vs.1.0
|
||||
;------------------------------------------------------------------------------
|
||||
; Constants specified by the app
|
||||
; c0 = (0,0,0,0)
|
||||
; c1 = (1,1,1,1)
|
||||
; c2 = (0,1,2,3)
|
||||
; c3 = (4,5,6,7)
|
||||
; c4-c7 = matWorld0
|
||||
; c8-c11 = matWorld1
|
||||
; c12-c15 = matViewProj
|
||||
; c20 = light direction
|
||||
; c21 = material diffuse color * light diffuse color
|
||||
; c22 = material ambient color
|
||||
;
|
||||
; Vertex components (as specified in the vertex DECL)
|
||||
; v0 = Position
|
||||
; v1.x = Blend weight
|
||||
; v3 = Normal
|
||||
; v7 = Texcoords
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Vertex blending
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Transform position for world0 matrix
|
||||
dp4 r0.x, v0, c4
|
||||
dp4 r0.y, v0, c5
|
||||
dp4 r0.z, v0, c6
|
||||
dp4 r0.w, v0, c7
|
||||
|
||||
; Transform position for world1 matrix
|
||||
dp4 r1.x, v0, c8
|
||||
dp4 r1.y, v0, c9
|
||||
dp4 r1.z, v0, c10
|
||||
dp4 r1.w, v0, c11
|
||||
|
||||
; Lerp the two positions r0 and r1 into r2
|
||||
mul r0, r0, v1.x ; v0 * weight
|
||||
add r2, c1.x, -v1.x ; r2 = 1 - weight
|
||||
mad r2, r1, r2, r0 ; pos = (1-weight)*v1 + v0*weight
|
||||
|
||||
; Transform to projection space
|
||||
dp4 oPos.x, r2, c12
|
||||
dp4 oPos.y, r2, c13
|
||||
dp4 oPos.z, r2, c14
|
||||
dp4 oPos.w, r2, c15
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Lighting calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Transform normal for world0 matrix
|
||||
dp4 r0.x, v3, c4
|
||||
dp4 r0.y, v3, c5
|
||||
dp4 r0.z, v3, c6
|
||||
dp4 r0.w, v3, c7
|
||||
|
||||
; Transform normal for world1 matrix
|
||||
dp4 r1.x, v3, c8
|
||||
dp4 r1.y, v3, c9
|
||||
dp4 r1.z, v3, c10
|
||||
dp4 r1.w, v3, c11
|
||||
|
||||
; Lerp the two normals r0 and r1 into r2
|
||||
mul r0, r0, v1.x ; v0 * weight
|
||||
add r2, c1.x, -v1.x ; r2 = 1 - weight
|
||||
mad r2, r1, r2, r0 ; normal = (1-weight)*v1 + v0*weight
|
||||
|
||||
; Do the lighting calculation
|
||||
dp3 r1.x, r2, c20 ; r1 = normal dot light
|
||||
max r1, r1.x, c0 ; if dot < 0 then dot = 0
|
||||
mul r0, r1.x, c21 ; Multiply with diffuse
|
||||
add r0, r0, c22 ; Add in ambient
|
||||
min oD0, r0, c1.x ; clamp if > 1
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Texture coordinates
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Just copy the texture coordinates
|
||||
mov oT0, v7
|
||||
|
||||
|
||||
BIN
Library/dxx8/samples/Multimedia/Media/CLOCKTXT.avi
Normal file
2612
Library/dxx8/samples/Multimedia/Media/Dolphin1.x
Normal file
2612
Library/dxx8/samples/Multimedia/Media/Dolphin2.x
Normal file
2612
Library/dxx8/samples/Multimedia/Media/Dolphin3.x
Normal file
73
Library/dxx8/samples/Multimedia/Media/DolphinTween.vsh
Normal file
@@ -0,0 +1,73 @@
|
||||
;------------------------------------------------------------------------------
|
||||
; Constants specified by the app
|
||||
; c0 = ( 0, 0, 0, 0 )
|
||||
; c1 = ( 1, 0.5, 2, 4 )
|
||||
; c2 = ( fWeight1, fWeight2, fWeight3, 0 )
|
||||
; c4-c7 = matWorldViewProjection
|
||||
; c8-c11 = matWorldView
|
||||
; c19 = light direction (in model space)
|
||||
; c21 = material diffuse color * light diffuse color
|
||||
; c22 = material ambient color
|
||||
;
|
||||
; Vertex components (as specified in the vertex DECL)
|
||||
; v0 = Position
|
||||
; v3 = Normal
|
||||
; v6 = Texcoords
|
||||
;------------------------------------------------------------------------------
|
||||
vs.1.1
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Vertex transformation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Tween the 3 positions (v0,v1,v2) into one position
|
||||
mul r0, v0, c2.x
|
||||
mul r1, v1, c2.y
|
||||
mul r2, v2, c2.z
|
||||
add r3, r0, r1
|
||||
add r3, r3, r2
|
||||
|
||||
; Transform position to the clipping space
|
||||
m4x4 oPos, r3, c4
|
||||
|
||||
; Transform position to the camera space
|
||||
m4x4 r9, r3, c8
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Lighting calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Tween the 3 normals (v3,v4,v5) into one normal
|
||||
mul r0, v3, c2.x
|
||||
mul r1, v4, c2.y
|
||||
mul r2, v5, c2.z
|
||||
add r3, r0, r1
|
||||
add r3, r3, r2
|
||||
|
||||
; Do the lighting calculation
|
||||
dp3 r1.x, r3, c19 ; r1 = normal dot light
|
||||
max r1.x, r1.x, c0.x ; if dot < 0 then dot = 0
|
||||
mul r0, r1.x, c21 ; Multiply with diffuse
|
||||
add r0, r0, c22 ; Add in ambient
|
||||
min oD0, r0, c1.x ; clamp if > 1
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Texture coordinates
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Copy tex coords
|
||||
mov oT0.xy, v6
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Fog calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
|
||||
add r0.x, -r9.z, c23.y
|
||||
mul r0.x, r0.x, c23.z
|
||||
max r0.x, r0.x, c0.x ; clamp fog to > 0.0
|
||||
min oFog.x, r0.x, c1.x ; clamp fog to < 1.0
|
||||
|
||||
|
||||
|
||||
73
Library/dxx8/samples/Multimedia/Media/DolphinTween2.vsh
Normal file
@@ -0,0 +1,73 @@
|
||||
;------------------------------------------------------------------------------
|
||||
; Constants specified by the app
|
||||
; c0 = ( 0, 0, 0, 0 )
|
||||
; c1 = ( 1, 0.5, 2, 4 )
|
||||
; c2 = ( fWeight1, fWeight2, fWeight3, 0 )
|
||||
; c4-c7 = matWorldViewProjection
|
||||
; c8-c11 = matWorldView
|
||||
; c19 = light direction (in model space)
|
||||
; c21 = material diffuse color * light diffuse color
|
||||
; c22 = material ambient color
|
||||
;
|
||||
; Vertex components (as specified in the vertex DECL)
|
||||
; v0 = Position
|
||||
; v3 = Normal
|
||||
; v6 = Texcoords
|
||||
;------------------------------------------------------------------------------
|
||||
vs.1.1
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Vertex transformation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Tween the 3 positions (v0,v1,v2) into one position
|
||||
mul r0, v0, c2.x
|
||||
mul r1, v1, c2.y
|
||||
mul r2, v2, c2.z
|
||||
add r3, r0, r1
|
||||
add r3, r3, r2
|
||||
|
||||
; Transform position to the clipping space
|
||||
m4x4 oPos, r3, c4
|
||||
|
||||
; Transform position to the camera space
|
||||
m4x4 r9, r3, c8
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Lighting calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Tween the 3 normals (v3,v4,v5) into one normal
|
||||
mul r0, v3, c2.x
|
||||
mul r1, v4, c2.y
|
||||
mul r2, v5, c2.z
|
||||
add r3, r0, r1
|
||||
add r3, r3, r2
|
||||
|
||||
; Do the lighting calculation
|
||||
dp3 r1.x, r3, c19 ; r1 = normal dot light
|
||||
max r1.x, r1.x, c0.x ; if dot < 0 then dot = 0
|
||||
mul r0, r1.x, c21 ; Multiply with diffuse
|
||||
add r0, r0, c22 ; Add in ambient
|
||||
min oD0, r0, c1.x ; clamp if > 1
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Texture coordinates
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Gen tex coords from vertex xz position
|
||||
mul oT0.xy, c1.y, r9.xz
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Fog calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
|
||||
add r0.x, -r9.z, c23.y
|
||||
mul r0.x, r0.x, c23.z
|
||||
max r0.x, r0.x, c0.x ; clamp fog to > 0.0
|
||||
min oFog.x, r0.x, c1.x ; clamp fog to < 1.0
|
||||
|
||||
|
||||
|
||||
70
Library/dxx8/samples/Multimedia/Media/Ripple.vsh
Normal file
@@ -0,0 +1,70 @@
|
||||
vs.1.0
|
||||
; Constants:
|
||||
;
|
||||
; c0-c3 - View+Projection matrix
|
||||
;
|
||||
; c4.x - time
|
||||
; c4.y - 0
|
||||
; c4.z - 0.5
|
||||
; c4.w - 1.0
|
||||
;
|
||||
; c7.x - pi
|
||||
; c7.y - 1/2pi
|
||||
; c7.z - 2pi
|
||||
; c7.w - 0.05
|
||||
;
|
||||
; c10 - first 4 taylor coefficients for sin(x)
|
||||
; c11 - first 4 taylor coefficients for cos(x)
|
||||
|
||||
|
||||
|
||||
; Decompress position
|
||||
mov r0.x, v0.x
|
||||
mov r0.y, c4.w ; 1
|
||||
mov r0.z, v0.y
|
||||
mov r0.w, c4.w ; 1
|
||||
|
||||
; Compute theta from distance and time
|
||||
mov r4.xz, r0 ; xz
|
||||
mov r4.y, c4.y ; y = 0
|
||||
dp3 r4.x, r4, r4 ; d2
|
||||
rsq r4.x, r4.x
|
||||
rcp r4.x, r4.x ; d
|
||||
mul r4.xyz, r4, c4.x ; scale by time
|
||||
|
||||
; Clamp theta to -pi..pi
|
||||
add r4.x, r4.x, c7.x
|
||||
mul r4.x, r4.x, c7.y
|
||||
frc r4.xy, r4.x
|
||||
mul r4.x, r4.x, c7.z
|
||||
add r4.x, r4.x,-c7.x
|
||||
|
||||
; Compute first 4 values in sin and cos series
|
||||
mov r5.x, c4.w ; d^0
|
||||
mov r4.x, r4.x ; d^1
|
||||
mul r5.y, r4.x, r4.x ; d^2
|
||||
mul r4.y, r4.x, r5.y ; d^3
|
||||
mul r5.z, r5.y, r5.y ; d^4
|
||||
mul r4.z, r4.x, r5.z ; d^5
|
||||
mul r5.w, r5.y, r5.z ; d^6
|
||||
mul r4.w, r4.x, r5.w ; d^7
|
||||
|
||||
mul r4, r4, c10 ; sin
|
||||
dp4 r4.x, r4, c4.w
|
||||
|
||||
mul r5, r5, c11 ; cos
|
||||
dp4 r5.x, r5, c4.w
|
||||
|
||||
; Set color
|
||||
add r5.x, -r5.x, c4.w ; + 1.0
|
||||
mul oD0, r5.x, c4.z ; * 0.5
|
||||
|
||||
; Scale height
|
||||
mul r0.y, r4.x, c7.w
|
||||
|
||||
; Transform position
|
||||
dp4 oPos.x, r0, c0
|
||||
dp4 oPos.y, r0, c1
|
||||
dp4 oPos.z, r0, c2
|
||||
dp4 oPos.w, r0, c3
|
||||
|
||||
45
Library/dxx8/samples/Multimedia/Media/SLOMO.XTL
Normal file
@@ -0,0 +1,45 @@
|
||||
<!-- In this example, you will see a 400x300 24 bit movie. The first clip -->
|
||||
<!-- will be in slow motion, and use the "crop" mode of stretching, and the -->
|
||||
<!-- second clip will be sped up, and use the "PreserveAspectRatio" mode of -->
|
||||
<!-- stretching. There will be a fade transition between the two. -->
|
||||
<!-- Also, the audio will crossfade using the volume effect, and since -->
|
||||
<!-- the second clip is much louder than the first, the second clip's audio -->
|
||||
<!-- volume will be cut. -->
|
||||
|
||||
<!-- NOTE: If you install the DirectX SDK to a path other than c:\dxsdk, -->
|
||||
<!-- then you must change the media path for each clip src below. -->
|
||||
|
||||
|
||||
<timeline>
|
||||
<group type="video" framerate="15" width="400" height="300" bitdepth="24">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\butterfly.mpg" start="0" stop="6" mstart="0" mstop="3" stretchmode="crop" />
|
||||
</track>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\clocktxt.avi" start="6" stop="9" mstart="0" mstop="9" stretchmode="PreserveAspectRatio"/>
|
||||
<transition clsid="{16b280c5-ee70-11d1-9066-00c04fd9189d}" start="5" stop="7" />
|
||||
</track>
|
||||
</group>
|
||||
|
||||
<group type="audio">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\piano2.mp3" start="0" stop="6" mstart="4" mstop="8"/>
|
||||
<effect clsid="{036A9790-C153-11d2-9EF7-006008039E37}" start="0" stop="6">
|
||||
<param name="vol" value="1">
|
||||
<linear time="6" value=".5"/>
|
||||
</param>
|
||||
</effect>
|
||||
</track>
|
||||
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\clocktxt.avi" start="6" stop="9" mstart="0" mstop="9"/>
|
||||
<effect clsid="{036A9790-C153-11d2-9EF7-006008039E37}" start="6" stop="9">
|
||||
<param name="vol" value=".2">
|
||||
</param>
|
||||
</effect>
|
||||
</track>
|
||||
</group>
|
||||
|
||||
</timeline>
|
||||
|
||||
|
||||
32
Library/dxx8/samples/Multimedia/Media/STILL.XTL
Normal file
@@ -0,0 +1,32 @@
|
||||
<!-- In this example, a sequence of bmps are used in motion, as well as -->
|
||||
<!-- some individual stills. The project is authored at 15fps, so the -->
|
||||
<!-- first bmp sequence will play each bitamp for 3 frames, since it is -->
|
||||
<!-- told the sequence is supposed to play at 5fps to achieve normal -->
|
||||
<!-- playback speed. Then we'll see some still images, with aspect ratios -->
|
||||
<!-- preserved, then we'll see the tga sequence 3 times faster (normal speed) -->
|
||||
<!-- since it is told 15fps is the correct frame rate for that sequence. -->
|
||||
|
||||
<!-- NOTE: If you install the DirectX SDK to a path other than c:\dxsdk, -->
|
||||
<!-- then you must change the media path for each clip src below. -->
|
||||
|
||||
<timeline>
|
||||
|
||||
<group type="video" framerate="15" width="480" height="360" previewmode="0">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\shine0.bmp" start="0" stop="2" framerate="5"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\lake.jpg" start="2" stop="4" stretchmode="PreserveAspectRatio"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\lake2.jpg" start="4" stop="6" stretchmode="PreserveAspectRatio"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\lake3.jpg" start="6" stop="8" stretchmode="PreserveAspectRatio"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\caust00.tga" start="8" stop="10" stretchmode="PreserveAspectRatio" framerate="15"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\dx5_logo.bmp" start="10" stop="13"/>
|
||||
|
||||
</track>
|
||||
</group>
|
||||
|
||||
<group type="audio">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\piano.mp3" start="0" stop="13" />
|
||||
</track>
|
||||
</group>
|
||||
</timeline>
|
||||
|
||||
62
Library/dxx8/samples/Multimedia/Media/SeaFloor.vsh
Normal file
@@ -0,0 +1,62 @@
|
||||
vs.1.1
|
||||
;------------------------------------------------------------------------------
|
||||
; Constants specified by the app
|
||||
; c0 = ( 0, 0, 0, 0 )
|
||||
; c1 = ( 1, 0.5, 2, 4 )
|
||||
; c4-c7 = world-view-projection matrix
|
||||
; c8-c11 = world-view matrix
|
||||
; c12-c15 = view matrix
|
||||
; c20 = light direction
|
||||
; c21 = material diffuse color * light diffuse color
|
||||
; c22 = material ambient color
|
||||
; c28 = projection matrix
|
||||
;
|
||||
; Vertex components (as specified in the vertex DECL)
|
||||
; v0 = Position
|
||||
; v3 = Normal
|
||||
; v6 = Texcoords
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Vertex transformation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Transform to view space (world matrix is identity)
|
||||
m4x4 r9, v0, c12
|
||||
|
||||
; Transform to projection space
|
||||
m4x4 r10, r9, c28
|
||||
|
||||
; Store output position
|
||||
mov oPos, r10
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Lighting calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
dp3 r1.x, v3, c20 ; r1 = normal dot light
|
||||
mul r0, r1.x, c21 ; Multiply with diffuse
|
||||
add oD0, r0, c22 ; Add in ambient
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Texture coordinates
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Copy tex coords
|
||||
mov oT0.xy, v6
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Fog calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
|
||||
add r0.x, -r9.z, c23.y
|
||||
mul r0.x, r0.x, c23.z
|
||||
max r0.x, r0.x, c0.x ; clamp fog to > 0.0
|
||||
min oFog.x, r0.x, c1.x ; clamp fog to < 1.0
|
||||
|
||||
|
||||
|
||||
65
Library/dxx8/samples/Multimedia/Media/SeaFloor2.vsh
Normal file
@@ -0,0 +1,65 @@
|
||||
vs.1.0
|
||||
;------------------------------------------------------------------------------
|
||||
; Constants specified by the app
|
||||
; c0 = ( 0, 0, 0, 0 )
|
||||
; c1 = ( 1, 0.5, 2, 4 )
|
||||
; c4-c7 = world-view-projection matrix
|
||||
; c8-c11 = world-view matrix
|
||||
; c12-c15 = view matrix
|
||||
; c20 = light direction
|
||||
; c21 = material diffuse color * light diffuse color
|
||||
; c22 = material ambient color
|
||||
; c28 = projection matrix
|
||||
;
|
||||
; Vertex components (as specified in the vertex DECL)
|
||||
; v0 = Position
|
||||
; v3 = Normal
|
||||
; v6 = Texcoords
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Vertex transformation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Transform to view space (world matrix is identity)
|
||||
m4x4 r9, v0, c12
|
||||
|
||||
; Transform to projection space
|
||||
m4x4 r10, r9, c28
|
||||
|
||||
; Store output position
|
||||
mov oPos, r10
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Lighting calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
dp3 r1.x, v3, c20 ; r1 = normal dot light
|
||||
max r1, r1.x, c0.x ; if dot < 0 then dot = 0
|
||||
mul r0, r1.x, c21 ; Multiply with diffuse
|
||||
add r0, r0, c22 ; Add in ambient
|
||||
min oD0, r0, c1.x ; clamp if > 1
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Texture coordinates
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; Gen tex coords from vertex xz position
|
||||
mul r0.xy, c24.x, r9.xz
|
||||
add oT0.xy, r0.xy, c24.zw
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Fog calculation
|
||||
;------------------------------------------------------------------------------
|
||||
|
||||
; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
|
||||
add r0.x, -r9.z, c23.y
|
||||
mul r0.x, r0.x, c23.z
|
||||
max r0.x, r0.x, c0.x ; clamp fog to > 0.0
|
||||
min oFog.x, r0.x, c1.x ; clamp fog to < 1.0
|
||||
|
||||
|
||||
|
||||
BIN
Library/dxx8/samples/Multimedia/Media/Sleep.sty
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/Tiny_skin.bmp
Normal file
|
After Width: | Height: | Size: 192 KiB |
7050
Library/dxx8/samples/Multimedia/Media/airplane 2.x
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/ammoout.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/arrow.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/audiopath1.sgt
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/audiopath2.sgt
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/audiopath3.wav
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/audiopath4.sgt
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/banana.bmp
Normal file
|
After Width: | Height: | Size: 192 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/bazooka.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/bigship1.x
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/bihull.bmp
Normal file
|
After Width: | Height: | Size: 65 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/block.bmp
Normal file
|
After Width: | Height: | Size: 822 B |
BIN
Library/dxx8/samples/Multimedia/Media/blowout.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/bltrifle.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidb1.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidba.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boids.cdm
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boids.dls
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boids2.sty
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boids3.sty
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidsaa.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidsc1.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidsca.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidscb.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidscc.tpl
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/boidsd.sgt
Normal file
39
Library/dxx8/samples/Multimedia/Media/bounce.xtl
Normal file
@@ -0,0 +1,39 @@
|
||||
<!-- This example shows the transition feature "SwapInputs" that lets you -->
|
||||
<!-- transition either from A to B, or back from B to A, and it also -->
|
||||
<!-- demonstrates running a transition backwards (eg: a wipe that's normally -->
|
||||
<!-- a left to right wipe being made a right to left wipe) -->
|
||||
|
||||
<!-- NOTE: If you install the DirectX SDK to a path other than c:\dxsdk, -->
|
||||
<!-- then you must change the media path for each clip src below. -->
|
||||
|
||||
|
||||
<timeline>
|
||||
<group type="video">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\skiing.avi" start="0" stop="10"/>
|
||||
</track>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\lake.mpg" start="0" stop="3"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\lake.mpg" start="3" stop="6"/>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\butterfly.mpg" start="6" stop="10" mstart="0" mstop="2"/>
|
||||
<transition clsid="{af279b30-86eb-11d1-81bf-0000f87557db}" start="0" stop="2" />
|
||||
<transition clsid="{af279b30-86eb-11d1-81bf-0000f87557db}" start="2" stop="6" swapinputs="1"/>
|
||||
<transition clsid="{af279b30-86eb-11d1-81bf-0000f87557db}" start="6" stop="8" swapinputs="1">
|
||||
<param name="progress" value="1.0">
|
||||
<linear time="2" value="0"/>
|
||||
</param>
|
||||
</transition>
|
||||
<transition clsid="{af279b30-86eb-11d1-81bf-0000f87557db}" start="8" stop="10" >
|
||||
<param name="progress" value="1.0">
|
||||
<linear time="2" value="0"/>
|
||||
</param>
|
||||
</transition>
|
||||
</track>
|
||||
</group>
|
||||
|
||||
<group type="audio">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\track1.mp3" start="0" stop="10"/>
|
||||
</track>
|
||||
</group>
|
||||
</timeline>
|
||||
BIN
Library/dxx8/samples/Multimedia/Media/bumpmap.bmp
Normal file
|
After Width: | Height: | Size: 48 KiB |
50
Library/dxx8/samples/Multimedia/Media/bumpshader.vsh
Normal file
@@ -0,0 +1,50 @@
|
||||
vs.1.0
|
||||
|
||||
;Constants
|
||||
;
|
||||
;c0-c3 Object
|
||||
;
|
||||
;c4-c7 Projection
|
||||
;
|
||||
;c8-c11 Total matrix
|
||||
;
|
||||
;c12 - Light Direction (In World Space)
|
||||
;
|
||||
;Input
|
||||
;
|
||||
;V0 - Position
|
||||
;V7 - Texture
|
||||
;V3 - Normal
|
||||
;V8 - Tangnet
|
||||
|
||||
;Take normal and binormal into texture space first
|
||||
m3x3 r7,v8,c0
|
||||
m3x3 r8,v3,c0
|
||||
|
||||
;Cross product orientation flip
|
||||
;is content dependent
|
||||
mul r0,r7.zxyw,-r8.yzxw;
|
||||
mad r5,r7.yzxw,-r8.zxyw,-r0;
|
||||
|
||||
;transform the light vector
|
||||
dp3 r6.x,r7,c12
|
||||
dp3 r6.y,r5,c12
|
||||
dp3 r6.z,r8,c12
|
||||
|
||||
mov oD0.xyzw,-r6.z;
|
||||
|
||||
;this is also our texture coordinate
|
||||
;on our basis
|
||||
mul oT1.xyz,-r6.xyz,c33
|
||||
;mov the z value into all teh values of the color
|
||||
|
||||
;mov oT1,c33
|
||||
|
||||
;transform into projection space
|
||||
m4x4 oPos,v0,c8
|
||||
mov oT0.xy,v7
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
51
Library/dxx8/samples/Multimedia/Media/bumpshader2.vsh
Normal file
@@ -0,0 +1,51 @@
|
||||
vs.1.0
|
||||
|
||||
;Vertex Shader for DX7 class hardware
|
||||
;Constants
|
||||
;
|
||||
;c0-c3 Object
|
||||
;
|
||||
;c4-c7 Projection
|
||||
;
|
||||
;c8-c11 Total matrix
|
||||
;
|
||||
;c12 - Light Direction (In World Space)
|
||||
;
|
||||
;c33 - .5,.5,.5,.5
|
||||
;
|
||||
;Input
|
||||
;
|
||||
;V0 - Position
|
||||
;V7 - Texture
|
||||
;V3 - Normal
|
||||
;V8 - Tangnet
|
||||
|
||||
;Take normal and binormal into worldspace first
|
||||
m3x3 r7,v8,c0
|
||||
m3x3 r8,v3,c0
|
||||
|
||||
;Cross product, orientation flip here
|
||||
;content dependent
|
||||
mul r0,r7.zxyw,-r8.yzxw;
|
||||
mad r5,r7.yzxw,-r8.zxyw,-r0;
|
||||
|
||||
;transform the light vector
|
||||
dp3 r6.x,r7,c12
|
||||
dp3 r6.y,r5,c12
|
||||
dp3 r6.z,r8,c12
|
||||
|
||||
;bias around 128
|
||||
add r6.xyz,-r6.xyz,c32
|
||||
|
||||
;this is also our texture coordinate
|
||||
;on our basis
|
||||
mul oT1.xy,r6.xy,c33
|
||||
|
||||
;transform into projection space
|
||||
m4x4 oPos,v0,c8
|
||||
mov oT0.xy,v7
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
48
Library/dxx8/samples/Multimedia/Media/bumpshader3.vsh
Normal file
@@ -0,0 +1,48 @@
|
||||
vs.1.0
|
||||
|
||||
;Constants
|
||||
;
|
||||
;c0-c3 Object
|
||||
;
|
||||
;c4-c7 Projection
|
||||
;
|
||||
;c8-c11 Total matrix
|
||||
;
|
||||
;c12 - Light Direction (In World Space)
|
||||
;
|
||||
;Input
|
||||
;
|
||||
;V0 - Position
|
||||
;V7 - Texture
|
||||
;V3 - Normal
|
||||
;V8 - Tangnet
|
||||
|
||||
|
||||
;Take normal and binormal into worldspace first
|
||||
m3x3 r7,v8,c0
|
||||
m3x3 r8,v3,c0
|
||||
|
||||
;Cross product, flip orienation
|
||||
;may or may not be neccisary here
|
||||
;depending on the content
|
||||
mul r0,r7.zxyw,-r8.yzxw;
|
||||
mad r5,r7.yzxw,-r8.zxyw,-r0;
|
||||
|
||||
;transform the light vector
|
||||
dp3 r6.x,r7,-c12
|
||||
dp3 r6.y,r5,-c12
|
||||
dp3 r6.z,r8,-c12
|
||||
|
||||
;bias around 128
|
||||
add r6.xyz,r6.xyz,c32
|
||||
mul oD0.xyz,r6.xyz,c33
|
||||
|
||||
;transform into projection space
|
||||
m4x4 oPos,v0,c8
|
||||
mov oT0.xy,v7
|
||||
mov oT1.xy,v7
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
57
Library/dxx8/samples/Multimedia/Media/bumpshader4.vsh
Normal file
@@ -0,0 +1,57 @@
|
||||
vs.1.0
|
||||
|
||||
;Constants
|
||||
;
|
||||
;c0-c3 Object
|
||||
;
|
||||
;c4-c7 Projection
|
||||
;
|
||||
;c8-c11 Total matrix
|
||||
;
|
||||
;c12 - Light Direction (In World Space)
|
||||
;
|
||||
;Input
|
||||
;
|
||||
|
||||
;V0 - Position
|
||||
;V7 - Texture
|
||||
;V3 - Normal
|
||||
;V8 - Tangnet
|
||||
|
||||
|
||||
;Take normal and tangnet into texture space first
|
||||
m3x3 r7,v8,c0
|
||||
m3x3 r8,v3,c0
|
||||
|
||||
;Cross product
|
||||
mul r0,r7.zxyw,-r8.yzxw;
|
||||
mad r5,r7.yzxw,-r8.zxyw,-r0;
|
||||
|
||||
;transform the light vector
|
||||
dp3 r6.x,r7,c12
|
||||
dp3 r6.y,r5,c12
|
||||
dp3 r6.z,r8,c12
|
||||
|
||||
|
||||
|
||||
;bias around 128
|
||||
mad r6.xyz,-r6.xyz,c33,c33
|
||||
|
||||
;this is also our texture coordinate
|
||||
;on our basis
|
||||
mov oT1.xy,r6
|
||||
mov oT3.xy,r6
|
||||
|
||||
mov oD0.xyzw,r6.z
|
||||
|
||||
|
||||
|
||||
;transform into projection space
|
||||
m4x4 oPos,v0,c8
|
||||
mov oT0.xy,v7
|
||||
mov oT2.xy,v7
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
BIN
Library/dxx8/samples/Multimedia/Media/butterfly.mpg
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/camera.x
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/cannon.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/canyon.mid
Normal file
11338
Library/dxx8/samples/Multimedia/Media/car.x
Normal file
35
Library/dxx8/samples/Multimedia/Media/car.xtl
Normal file
@@ -0,0 +1,35 @@
|
||||
<!-- This project seeks through a clip of a moving car, plays selected portions, -->
|
||||
<!-- and applies transitions between clips. -->
|
||||
|
||||
<!-- NOTE: If you install the DirectX SDK to a path other than c:\dxsdk, -->
|
||||
<!-- then you must change the media path for each clip src below. -->
|
||||
|
||||
<timeline>
|
||||
<group type="video">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\highway.avi" start="0" stop="3" mstart="4" mstop="7" />
|
||||
</track>
|
||||
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\highway.avi" start="3" stop="6" mstart="3" mstop="6" />
|
||||
<transition clsid="{99999999-9999-9999-9999-999999999999}" start="3" stop="4" />
|
||||
</track>
|
||||
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\highway.avi" start="6" stop="8" mstart="2" mstop="4" />
|
||||
<transition clsid="{af279b30-86eb-11d1-81bf-0000f87557db}" start="6" stop="7" />
|
||||
</track>
|
||||
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\highway.avi" start="8" stop="11" mstart="4" mstop="7" />
|
||||
<transition clsid="{2A54C913-07AA-11D2-8D6D-00C04F8EF8E0}" start="8" stop="10" />
|
||||
</track>
|
||||
</group>
|
||||
|
||||
|
||||
<group type="audio">
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\track2.mp3" start="0" stop="11" mstart="0" />
|
||||
</track>
|
||||
</group>
|
||||
</timeline>
|
||||
BIN
Library/dxx8/samples/Multimedia/Media/car1.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/car2.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/car3.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/caust00.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust01.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust02.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust03.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust04.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust05.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust06.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust07.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust08.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust09.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust10.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust11.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust12.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust13.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust14.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust15.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust16.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust17.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust18.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust19.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust20.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust21.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust22.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust23.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust24.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust25.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust26.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust27.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust28.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust29.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust30.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/caust31.tga
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Library/dxx8/samples/Multimedia/Media/chaina.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/chainb.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/chainc.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/chainsaw.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/checker.ppm
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/click1.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/click2.ffe
Normal file
BIN
Library/dxx8/samples/Multimedia/Media/cloud3.bmp
Normal file
|
After Width: | Height: | Size: 65 KiB |
66
Library/dxx8/samples/Multimedia/Media/comp.xtl
Normal file
@@ -0,0 +1,66 @@
|
||||
<!-- This file demonstrates composites. The video group consists of 2 -->
|
||||
<!-- tracks, but the first track is really an entire composition, not -->
|
||||
<!-- just a single track. That composition consists of 3 tracks, one of -->
|
||||
<!-- which is a composition itself. -->
|
||||
|
||||
<!-- In this example, 4 clips will transition to each other, -->
|
||||
<!-- except for the last transition which is muted, so the 3rd will cut -->
|
||||
<!-- to the fourth. The audio will be mixed during the transition times, -->
|
||||
<!-- even during the muted video transition. -->
|
||||
<!-- The first clip is cropped, the second is aspect ratio preserved, -->
|
||||
<!-- the third is cropped, and the fourth is stretched. -->
|
||||
|
||||
<!-- Also note that the first transition, 9999999... is invalid, so a -->
|
||||
<!-- default push wipe transition will be used, and you will be notified -->
|
||||
<!-- of the problem that was corrected. -->
|
||||
|
||||
<!-- NOTE: If you install the DirectX SDK to a path other than c:\dxsdk, -->
|
||||
<!-- then you must change the media path for each clip src below. -->
|
||||
|
||||
|
||||
<timeline>
|
||||
<group type="video" bitdepth="16" height="240" framerate="15">
|
||||
<composite>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\water.mpg" start="0" stop="5" mstart="0" stretchmode="Crop"/>
|
||||
</track>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\ruby.avi" start="3" stop="8" mstart="0" stretchmode="PreserveAspectRatio"/>
|
||||
<transition clsid="{99999999-9999-9999-9999-999999999999}" start="3" stop="5" />
|
||||
</track>
|
||||
<composite>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\lake.mpg" start="7" stop="10" mstart="0" stretchmode="Crop"/>
|
||||
<transition clsid="{af279b30-86eb-11d1-81bf-0000f87557db}" start="7" stop="10" />
|
||||
</track>
|
||||
</composite>
|
||||
</composite>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\highway.avi" start="10" stop="17" mstart="0" />
|
||||
<transition clsid="{2A54C913-07AA-11D2-8D6D-00C04F8EF8E0}" start="9" stop="12" mute="1"/>
|
||||
</track>
|
||||
</group>
|
||||
|
||||
|
||||
<group type="audio" samplingrate="44100">
|
||||
<composite>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\water.mpg" start="0" stop="5" mstart="0" />
|
||||
</track>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\piano.mp3" start="3" stop="8" mstart="0" />
|
||||
</track>
|
||||
<composite>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\track1.mp3" start="7" stop="10" mstart="0" />
|
||||
</track>
|
||||
</composite>
|
||||
</composite>
|
||||
<track>
|
||||
<clip src="c:\dxsdk\samples\multimedia\media\track3.mp3" start="10" stop="18" mstart="0" />
|
||||
</track>
|
||||
</group>
|
||||
|
||||
</timeline>
|
||||
|
||||
|
||||