Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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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

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;------------------------------------------------------------------------------
; 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

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;------------------------------------------------------------------------------
; 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

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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

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<!-- 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>

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<!-- 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>

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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

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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

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<!-- 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>

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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

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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

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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

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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

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<!-- 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>

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@@ -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>

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