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>
498 lines
16 KiB
C++
498 lines
16 KiB
C++
//-----------------------------------------------------------------------------
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// File: VertexShader.cpp
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//
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// Desc: Example code showing how to do vertex shaders in D3D.
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <stdio.h>
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#include <math.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DFile.h"
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#include "D3DFont.h"
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#include "D3DUtil.h"
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#include "DXUtil.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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// Font for drawing text
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CD3DFont* m_pFont;
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CD3DFont* m_pFontSmall;
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// Scene
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LPDIRECT3DVERTEXBUFFER8 m_pVB;
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LPDIRECT3DINDEXBUFFER8 m_pIB;
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DWORD m_dwNumVertices;
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DWORD m_dwNumIndices;
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DWORD m_dwShader;
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DWORD m_dwSize;
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// Transforms
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D3DXMATRIX m_matPosition;
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D3DXMATRIX m_matView;
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D3DXMATRIX m_matProj;
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// Navigation
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BYTE m_bKey[256];
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FLOAT m_fSpeed;
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FLOAT m_fAngularSpeed;
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BOOL m_bShowHelp;
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D3DXVECTOR3 m_vVelocity;
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D3DXVECTOR3 m_vAngularVelocity;
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT FinalCleanup();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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public:
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("VertexShader");
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m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
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m_pIB = NULL;
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m_pVB = NULL;
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m_dwSize = 32;
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m_dwNumIndices = (m_dwSize - 1) * (m_dwSize - 1) * 6;
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m_dwNumVertices = m_dwSize * m_dwSize;
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m_dwShader = 0;
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ZeroMemory( m_bKey, sizeof(m_bKey) );
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m_fSpeed = 5.0f;
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m_fAngularSpeed = 1.0f;
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m_bShowHelp = FALSE;
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m_vVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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m_vAngularVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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// Setup the view matrix
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D3DXVECTOR3 vEye = D3DXVECTOR3( 2.0f, 3.0f, 3.0f );
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D3DXVECTOR3 vAt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMatrixLookAtRH( &m_matView, &vEye, &vAt, &vUp );
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// Set the position matrix
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D3DXMatrixInverse( &m_matPosition, NULL, &m_matView );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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FLOAT fSecsPerFrame = m_fElapsedTime;
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// Process keyboard input
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D3DXVECTOR3 vT( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vR( 0.0f, 0.0f, 0.0f );
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if( m_bKey[VK_LEFT] || m_bKey[VK_NUMPAD1] ) vT.x -= 1.0f; // Slide Left
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if( m_bKey[VK_RIGHT] || m_bKey[VK_NUMPAD3] ) vT.x += 1.0f; // Slide Right
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if( m_bKey[VK_DOWN] ) vT.y -= 1.0f; // Slide Down
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if( m_bKey[VK_UP] ) vT.y += 1.0f; // Slide Up
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if( m_bKey['W'] ) vT.z -= 2.0f; // Move Forward
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if( m_bKey['S'] ) vT.z += 2.0f; // Move Backward
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if( m_bKey['A'] || m_bKey[VK_NUMPAD8] ) vR.x -= 1.0f; // Pitch Down
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if( m_bKey['Z'] || m_bKey[VK_NUMPAD2] ) vR.x += 1.0f; // Pitch Up
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if( m_bKey['E'] || m_bKey[VK_NUMPAD6] ) vR.y -= 1.0f; // Turn Right
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if( m_bKey['Q'] || m_bKey[VK_NUMPAD4] ) vR.y += 1.0f; // Turn Left
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if( m_bKey[VK_NUMPAD9] ) vR.z -= 2.0f; // Roll CW
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if( m_bKey[VK_NUMPAD7] ) vR.z += 2.0f; // Roll CCW
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m_vVelocity = m_vVelocity * 0.9f + vT * 0.1f;
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m_vAngularVelocity = m_vAngularVelocity * 0.9f + vR * 0.1f;
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// Update position and view matricies
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D3DXMATRIX matT, matR;
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D3DXQUATERNION qR;
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vT = m_vVelocity * fSecsPerFrame * m_fSpeed;
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vR = m_vAngularVelocity * fSecsPerFrame * m_fAngularSpeed;
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D3DXMatrixTranslation( &matT, vT.x, vT.y, vT.z);
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D3DXMatrixMultiply( &m_matPosition, &matT, &m_matPosition );
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D3DXQuaternionRotationYawPitchRoll( &qR, vR.y, vR.x, vR.z );
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D3DXMatrixRotationQuaternion( &matR, &qR );
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D3DXMatrixMultiply( &m_matPosition, &matR, &m_matPosition );
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D3DXMatrixInverse( &m_matView, NULL, &m_matPosition );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );
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// Set up the vertex shader constants
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{
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D3DXMATRIX mat;
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D3DXMatrixMultiply( &mat, &m_matView, &m_matProj );
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D3DXMatrixTranspose( &mat, &mat );
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D3DXVECTOR4 vA( sinf(m_fTime)*15.0f, 0.0f, 0.5f, 1.0f );
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D3DXVECTOR4 vD( D3DX_PI, 1.0f/(2.0f*D3DX_PI), 2.0f*D3DX_PI, 0.05f );
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// Taylor series coefficients for sin and cos
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D3DXVECTOR4 vSin( 1.0f, -1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f );
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D3DXVECTOR4 vCos( 1.0f, -1.0f/2.0f, 1.0f/ 24.0f, -1.0f/ 720.0f );
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m_pd3dDevice->SetVertexShaderConstant( 0, &mat, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 4, &vA, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 7, &vD, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 10, &vSin, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 11, &vCos, 1 );
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the backbuffer
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x000000ff, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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m_pd3dDevice->SetVertexShader( m_dwShader );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(D3DXVECTOR2) );
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m_pd3dDevice->SetIndices( m_pIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
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0, m_dwNumIndices/3 );
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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if( m_bShowHelp )
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{
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m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
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_T("Keyboard controls:") );
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m_pFontSmall->DrawText( 20, 60, D3DCOLOR_ARGB(255,255,255,255),
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_T("Move\nTurn\nPitch\nSlide\n")
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_T("Help\nChange device\nExit") );
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m_pFontSmall->DrawText( 210, 60, D3DCOLOR_ARGB(255,255,255,255),
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_T("W,S\nE,Q\nA,Z\nArrow keys\n")
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_T("F1\nF2\nEsc") );
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}
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else
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{
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m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
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_T("Press F1 for help") );
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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HRESULT hr;
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m_pFont->RestoreDeviceObjects();
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m_pFontSmall->RestoreDeviceObjects();
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// Setup render states
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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// Create index buffer
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{
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WORD* pIndices;
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if( FAILED( hr = m_pd3dDevice->CreateIndexBuffer( m_dwNumIndices*sizeof(WORD),
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0, D3DFMT_INDEX16,
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D3DPOOL_DEFAULT, &m_pIB ) ) )
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return hr;
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if( FAILED( hr = m_pIB->Lock( 0, m_dwNumIndices*sizeof(WORD), (BYTE**)&pIndices, 0 ) ) )
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return hr;
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for( DWORD y=1; y<m_dwSize; y++ )
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{
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for( DWORD x=1; x<m_dwSize; x++ )
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{
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*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-1) );
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*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
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*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
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*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
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*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
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*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-0) );
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}
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}
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if( FAILED( hr = m_pIB->Unlock() ) )
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return hr;
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}
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// Create vertex buffer
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{
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D3DXVECTOR2 *pVertices;
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if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( m_dwNumVertices*sizeof(D3DXVECTOR2),
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0, 0,
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D3DPOOL_DEFAULT, &m_pVB ) ) )
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return hr;
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if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(D3DXVECTOR2), (BYTE**)&pVertices, 0 ) ) )
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return hr;
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for( DWORD y=0; y<m_dwSize; y++ )
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{
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for( DWORD x=0; x<m_dwSize; x++ )
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{
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*pVertices++ = D3DXVECTOR2( ((float)x / (float)(m_dwSize-1) - 0.5f) * D3DX_PI,
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((float)y / (float)(m_dwSize-1) - 0.5f) * D3DX_PI );
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}
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}
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if( FAILED( hr = m_pVB->Unlock() ) )
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return hr;
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}
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// Create vertex shader
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{
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TCHAR strVertexShaderPath[512];
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LPD3DXBUFFER pCode;
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DWORD dwDecl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT2),
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D3DVSD_END()
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};
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// Find the vertex shader file
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DXUtil_FindMediaFile( strVertexShaderPath, _T("Ripple.vsh") );
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// Assemble the vertex shader from the file
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if( FAILED( hr = D3DXAssembleShaderFromFile( strVertexShaderPath,
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0, NULL, &pCode, NULL ) ) )
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return hr;
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// Create the vertex shader
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hr = m_pd3dDevice->CreateVertexShader( dwDecl, (DWORD*)pCode->GetBufferPointer(),
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&m_dwShader, 0 );
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pCode->Release();
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if( FAILED(hr) )
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return hr;
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}
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// Set up the projection matrix
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FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovRH( &m_matProj, D3DXToRadian(60.0f), fAspectRatio, 0.1f, 100.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProj );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
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{
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m_pFont->InvalidateDeviceObjects();
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m_pFontSmall->InvalidateDeviceObjects();
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SAFE_RELEASE( m_pIB );
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SAFE_RELEASE( m_pVB );
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m_pd3dDevice->DeleteVertexShader( m_dwShader );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exiting, or the device is being changed,
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// this function deletes any device dependent objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DeleteDeviceObjects()
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{
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m_pFont->DeleteDeviceObjects();
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m_pFontSmall->DeleteDeviceObjects();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FinalCleanup()
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// Desc: Called before the app exits, this function gives the app the chance
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// to cleanup after itself.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FinalCleanup()
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{
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SAFE_DELETE( m_pFont );
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SAFE_DELETE( m_pFontSmall );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// 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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if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
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(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
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{
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if( pCaps->VertexShaderVersion < D3DVS_VERSION(1,0) )
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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: Message proc function to handle key and menu input
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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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// Handle key presses
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switch( uMsg )
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{
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case WM_KEYUP:
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m_bKey[wParam] = 0;
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break;
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case WM_KEYDOWN:
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m_bKey[wParam] = 1;
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break;
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case WM_COMMAND:
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{
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switch( LOWORD(wParam) )
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{
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|
case IDM_TOGGLEHELP:
|
|
m_bShowHelp = !m_bShowHelp;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pass remaining messages to default handler
|
|
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
|
}
|
|
|
|
|
|
|