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>
442 lines
15 KiB
C++
442 lines
15 KiB
C++
//-----------------------------------------------------------------------------
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// File: StencilDepth.cpp
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//
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// Desc: Example code showing how to use stencil buffers to show the depth
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// complexity of a scene.
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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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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CD3DFont* m_pFont;
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BOOL m_bShowDepthComplexity;
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CD3DFile* m_pFileObject;
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LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
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VOID SetStatesForRecordingDepthComplexity();
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VOID ShowDepthComplexity();
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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D3DXMATRIX m_matWorldMatrix;
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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 Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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public:
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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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("StencilDepth: Displaying Depth Complexity");
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m_bUseDepthBuffer = TRUE;
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m_dwMinDepthBits = 16;
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m_dwMinStencilBits = 4;
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m_bShowDepthComplexity = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pFileObject = new CD3DFile();
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m_pBigSquareVB = NULL;
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D3DXMatrixIdentity( &m_matWorldMatrix );
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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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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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// Setup the world spin matrix
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D3DXMatrixRotationAxis( &m_matWorldMatrix, &D3DXVECTOR3(1.0f,1.0f,0.0f), m_fTime/2 );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: SetStatesForRecordingDepthComplexity()
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// Desc: Turns on stencil and other states for recording the depth complexity
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// during the rendering of a scene.
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//-----------------------------------------------------------------------------
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VOID CMyD3DApplication::SetStatesForRecordingDepthComplexity()
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{
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// Clear the stencil buffer
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_STENCIL, 0x0, 1.0f, 0L );
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// Turn stenciling
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
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// Increment the stencil buffer for each pixel drawn
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m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );
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}
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//-----------------------------------------------------------------------------
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// Name: ShowDepthComplexity()
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// Desc: Draws the contents of the stencil buffer in false color. Use alpha
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// blending of one red, one green, and one blue rectangle to do false
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// coloring of bits 1, 2, and 4 in the stencil buffer.
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//-----------------------------------------------------------------------------
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VOID CMyD3DApplication::ShowDepthComplexity()
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{
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// Turn off the buffer, and enable alpha blending
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );
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// Set up the stencil states
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m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
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// Set the background to black
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L );
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// Set render states for drawing a rectangle that covers the viewport.
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// The color of the rectangle will be passed in D3DRS_TEXTUREFACTOR
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m_pd3dDevice->SetVertexShader( D3DFVF_XYZRHW );
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m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(D3DXVECTOR4) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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// Draw a red rectangle wherever the 1st stencil bit is set
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m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
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m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Draw a green rectangle wherever the 2nd stencil bit is set
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m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
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m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Draw a blue rectangle wherever the 3rd stencil bit is set
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m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
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m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Restore states
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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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 viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff,
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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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if( m_bShowDepthComplexity )
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SetStatesForRecordingDepthComplexity();
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// Render the scene
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m_pFileObject->Render( m_pd3dDevice, &m_matWorldMatrix );
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// Show the depth complexity of the scene
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if( m_bShowDepthComplexity )
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ShowDepthComplexity();
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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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// 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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// Initialize the font's internal textures
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Load a .X file
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if( FAILED( m_pFileObject->Create( m_pd3dDevice, _T("Heli.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Create a big square for rendering the stencilbuffer contents
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
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D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
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D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
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return E_FAIL;
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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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if( FAILED( hr = m_pFileObject->RestoreDeviceObjects( m_pd3dDevice ) ) )
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return hr;
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// Setup textures (the .X file may have textures)
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00000000 );
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// Set the transform matrices
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D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-15.0f );
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D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matWorld, matView, matProj;
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D3DXMatrixIdentity( &m_matWorldMatrix );
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Setup a material
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D3DMATERIAL8 mtrl;
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D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
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m_pd3dDevice->SetMaterial( &mtrl );
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D3DLIGHT8 light;
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D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 0.0f );
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m_pd3dDevice->SetLight( 0, &light );
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m_pd3dDevice->LightEnable( 0, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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// Resize the quad used to render the stencilbuffer contents
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D3DXVECTOR4* v;
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FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
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FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
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m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
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v[0] = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
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v[1] = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
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v[2] = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
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v[3] = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
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m_pBigSquareVB->Unlock();
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return S_OK;
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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_pFileObject->InvalidateDeviceObjects();
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return S_OK;
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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_pFileObject->Destroy();
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SAFE_RELEASE( m_pBigSquareVB );
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return S_OK;
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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_pFileObject );
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return S_OK;
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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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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
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D3DFORMAT Format )
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{
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// Make sure device supports directional lights
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if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
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(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
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{
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if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
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return E_FAIL;
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: Overrrides the main WndProc, so the sample can do custom message
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// handling (e.g. processing mouse, keyboard, or menu commands).
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//-----------------------------------------------------------------------------
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LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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LPARAM lParam )
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{
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if( WM_COMMAND == uMsg )
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{
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switch( LOWORD(wParam) )
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{
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case IDM_SHOWDEPTHCOMPLEXITY:
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m_bShowDepthComplexity = !m_bShowDepthComplexity;
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CheckMenuItem( GetMenu(hWnd), IDM_SHOWDEPTHCOMPLEXITY,
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m_bShowDepthComplexity ? MF_CHECKED : MF_UNCHECKED );
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break;
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}
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}
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return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
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}
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