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>
361 lines
11 KiB
C++
361 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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// File: VolumeTexture.cpp
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//
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// Desc: Example code showing how to do volume textures 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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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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struct VOLUMEVERTEX
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{
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FLOAT x, y, z;
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DWORD color;
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FLOAT tu, tv, tw;
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};
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#define D3DFVF_VOLUMEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE3(0))
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VOLUMEVERTEX g_vVertices[4] =
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{
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{ 1.0f, 1.0f, 0.0f, 0xffffffff, 1.0f, 1.0f, 0.0f },
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{-1.0f, 1.0f, 0.0f, 0xffffffff, 0.0f, 1.0f, 0.0f },
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{ 1.0f,-1.0f, 0.0f, 0xffffffff, 1.0f, 0.0f, 0.0f },
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{-1.0f,-1.0f, 0.0f, 0xffffffff, 0.0f, 0.0f, 0.0f }
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};
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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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LPDIRECT3DVOLUMETEXTURE8 m_pVolumeTexture;
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LPDIRECT3DVERTEXBUFFER8 m_pVB;
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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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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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("VolumeTexture");
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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_pVolumeTexture = NULL;
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m_pVB = NULL;
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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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static FLOAT fAngle = 0.0f;
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fAngle += 0.1f;
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// Play with the volume texture coordinate
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VOLUMEVERTEX* pVertices = NULL;
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m_pVB->Lock( 0, 4*sizeof(VOLUMEVERTEX), (BYTE**)&pVertices, 0 );
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for( int i=0; i<4; i++ )
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pVertices[i].tw = sinf(fAngle)*sinf(fAngle);
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m_pVB->Unlock();
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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 viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x00000000, 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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// Draw the quad, with the volume texture
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m_pd3dDevice->SetTexture( 0, m_pVolumeTexture );
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m_pd3dDevice->SetVertexShader( D3DFVF_VOLUMEVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(VOLUMEVERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
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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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HRESULT hr;
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Create a 64x64x4 volume texture
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hr = m_pd3dDevice->CreateVolumeTexture( 16, 16, 16, 1, 0,
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D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
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&m_pVolumeTexture );
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if( FAILED(hr) )
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return hr;
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// Fill the volume texture
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{
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D3DLOCKED_BOX LockedBox;
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hr = m_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 );
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if( FAILED(hr) )
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return hr;
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for( UINT w=0; w<16; w++ )
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{
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BYTE* pSliceStart = (BYTE*)LockedBox.pBits;
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for( UINT v=0; v<16; v++ )
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{
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for( UINT u=0; u<16; u++ )
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{
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FLOAT du = (u-7.5f)/7.5f;
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FLOAT dv = (v-7.5f)/7.5f;
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FLOAT dw = (w-7.5f)/7.5f;
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FLOAT fScale = sqrtf( du*du + dv*dv + dw*dw ) / sqrtf(1.0f);
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if( fScale > 1.0f ) fScale = 0.0f;
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else fScale = 1.0f - fScale;
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DWORD r = (DWORD)((w<<4)*fScale);
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DWORD g = (DWORD)((v<<4)*fScale);
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DWORD b = (DWORD)((u<<4)*fScale);
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((DWORD*)LockedBox.pBits)[u] = 0xff000000 + (r<<16) + (g<<8) + (b);
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}
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LockedBox.pBits = (BYTE*)LockedBox.pBits + LockedBox.RowPitch;
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}
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LockedBox.pBits = pSliceStart + LockedBox.SlicePitch;
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}
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m_pVolumeTexture->UnlockBox( 0 );
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}
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// Create a vertex buffer
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{
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if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VOLUMEVERTEX),
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D3DUSAGE_WRITEONLY,
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D3DFVF_VOLUMEVERTEX,
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D3DPOOL_MANAGED, &m_pVB ) ) )
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return hr;
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VOLUMEVERTEX* pVertices;
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m_pVB->Lock( 0, 4*sizeof(VOLUMEVERTEX), (BYTE**)&pVertices, 0 );
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memcpy( pVertices, g_vVertices, sizeof(VOLUMEVERTEX)*4 );
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m_pVB->Unlock();
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}
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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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m_pFont->RestoreDeviceObjects();
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// Set the matrices
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D3DXVECTOR3 vEye( 0.0f, 0.0f,-3.0f );
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D3DXVECTOR3 vAt( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matWorld, matView, matProj;
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D3DXMatrixIdentity( &matWorld );
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D3DXMatrixLookAtLH( &matView, &vEye,&vAt, &vUp );
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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_WORLD, &matWorld );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Set state
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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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_ALPHAOP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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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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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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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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SAFE_RELEASE( m_pVolumeTexture );
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SAFE_RELEASE( m_pVB );
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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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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( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP ) )
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return E_FAIL;
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return S_OK;
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}
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