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>
257 lines
10 KiB
C++
257 lines
10 KiB
C++
//-----------------------------------------------------------------------------
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// File: D3DUtil.h
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//
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// Desc: Helper functions and typing shortcuts for Direct3D programming.
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//
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// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved
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//-----------------------------------------------------------------------------
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#ifndef D3DUTIL_H
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#define D3DUTIL_H
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#include <D3D8.h>
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#include <D3DX8Math.h>
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_InitMaterial()
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// Desc: Initializes a D3DMATERIAL8 structure, setting the diffuse and ambient
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// colors. It does not set emissive or specular colors.
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//-----------------------------------------------------------------------------
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VOID D3DUtil_InitMaterial( D3DMATERIAL8& mtrl, FLOAT r=0.0f, FLOAT g=0.0f,
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FLOAT b=0.0f, FLOAT a=1.0f );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_InitLight()
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// Desc: Initializes a D3DLIGHT structure, setting the light position. The
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// diffuse color is set to white, specular and ambient left as black.
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//-----------------------------------------------------------------------------
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VOID D3DUtil_InitLight( D3DLIGHT8& light, D3DLIGHTTYPE ltType,
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FLOAT x=0.0f, FLOAT y=0.0f, FLOAT z=0.0f );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_CreateTexture()
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// Desc: Helper function to create a texture. It checks the root path first,
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// then tries the DXSDK media path (as specified in the system registry).
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//-----------------------------------------------------------------------------
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HRESULT D3DUtil_CreateTexture( LPDIRECT3DDEVICE8 pd3dDevice, TCHAR* strTexture,
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LPDIRECT3DTEXTURE8* ppTexture,
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D3DFORMAT d3dFormat = D3DFMT_UNKNOWN );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetColorKey()
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// Desc: Changes all texels matching the colorkey to transparent, black.
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//-----------------------------------------------------------------------------
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HRESULT D3DUtil_SetColorKey( LPDIRECT3DTEXTURE8 pTexture, DWORD dwColorKey );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_CreateVertexShader()
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// Desc: Assembles and creates a file-based vertex shader
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//-----------------------------------------------------------------------------
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HRESULT D3DUtil_CreateVertexShader( LPDIRECT3DDEVICE8 pd3dDevice,
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TCHAR* strFilename, DWORD* pdwVertexDecl,
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DWORD* pdwVertexShader );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_GetCubeMapViewMatrix()
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// Desc: Returns a view matrix for rendering to a face of a cubemap.
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//-----------------------------------------------------------------------------
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D3DXMATRIX D3DUtil_GetCubeMapViewMatrix( DWORD dwFace );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_GetRotationFromCursor()
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// Desc: Returns a quaternion for the rotation implied by the window's cursor
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// position.
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//-----------------------------------------------------------------------------
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D3DXQUATERNION D3DUtil_GetRotationFromCursor( HWND hWnd,
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FLOAT fTrackBallRadius=1.0f );
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//-----------------------------------------------------------------------------
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// Name: D3DUtil_SetDeviceCursor
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// Desc: Builds and sets a cursor for the D3D device based on hCursor.
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//-----------------------------------------------------------------------------
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HRESULT D3DUtil_SetDeviceCursor( LPDIRECT3DDEVICE8 pd3dDevice, HCURSOR hCursor,
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BOOL bAddWatermark );
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//-----------------------------------------------------------------------------
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// Name: class CD3DArcBall
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// Desc:
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//-----------------------------------------------------------------------------
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class CD3DArcBall
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{
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INT m_iWidth; // ArcBall's window width
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INT m_iHeight; // ArcBall's window height
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FLOAT m_fRadius; // ArcBall's radius in screen coords
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FLOAT m_fRadiusTranslation; // ArcBall's radius for translating the target
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D3DXQUATERNION m_qDown; // Quaternion before button down
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D3DXQUATERNION m_qNow; // Composite quaternion for current drag
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D3DXMATRIX m_matRotation; // Matrix for arcball's orientation
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D3DXMATRIX m_matRotationDelta; // Matrix for arcball's orientation
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D3DXMATRIX m_matTranslation; // Matrix for arcball's position
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D3DXMATRIX m_matTranslationDelta; // Matrix for arcball's position
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BOOL m_bDrag; // Whether user is dragging arcball
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BOOL m_bRightHanded; // Whether to use RH coordinate system
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D3DXVECTOR3 ScreenToVector( int sx, int sy );
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public:
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LRESULT HandleMouseMessages( HWND, UINT, WPARAM, LPARAM );
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D3DXMATRIX* GetRotationMatrix() { return &m_matRotation; }
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D3DXMATRIX* GetRotationDeltaMatrix() { return &m_matRotationDelta; }
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D3DXMATRIX* GetTranslationMatrix() { return &m_matTranslation; }
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D3DXMATRIX* GetTranslationDeltaMatrix() { return &m_matTranslationDelta; }
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BOOL IsBeingDragged() { return m_bDrag; }
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VOID SetRadius( FLOAT fRadius );
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VOID SetWindow( INT w, INT h, FLOAT r=0.9 );
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VOID SetRightHanded( BOOL bRightHanded ) { m_bRightHanded = bRightHanded; }
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CD3DArcBall();
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};
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//-----------------------------------------------------------------------------
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// Name: class CD3DCamera
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// Desc:
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//-----------------------------------------------------------------------------
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class CD3DCamera
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{
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D3DXVECTOR3 m_vEyePt; // Attributes for view matrix
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D3DXVECTOR3 m_vLookatPt;
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D3DXVECTOR3 m_vUpVec;
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D3DXVECTOR3 m_vView;
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D3DXVECTOR3 m_vCross;
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D3DXMATRIX m_matView;
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D3DXMATRIX m_matBillboard; // Special matrix for billboarding effects
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FLOAT m_fFOV; // Attributes for projection matrix
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FLOAT m_fAspect;
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FLOAT m_fNearPlane;
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FLOAT m_fFarPlane;
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D3DXMATRIX m_matProj;
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public:
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// Access functions
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D3DXVECTOR3 GetEyePt() { return m_vEyePt; }
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D3DXVECTOR3 GetLookatPt() { return m_vLookatPt; }
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D3DXVECTOR3 GetUpVec() { return m_vUpVec; }
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D3DXVECTOR3 GetViewDir() { return m_vView; }
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D3DXVECTOR3 GetCross() { return m_vCross; }
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D3DXMATRIX GetViewMatrix() { return m_matView; }
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D3DXMATRIX GetBillboardMatrix() { return m_matBillboard; }
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D3DXMATRIX GetProjMatrix() { return m_matProj; }
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VOID SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt,
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D3DXVECTOR3& vUpVec );
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VOID SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane,
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FLOAT fFarPlane );
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CD3DCamera();
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};
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//-----------------------------------------------------------------------------
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// Helper macros for pixel shader instructions
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//-----------------------------------------------------------------------------
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// Parameter writemasks
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#define D3DPSP_WRITEMASK_B D3DSP_WRITEMASK_0
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#define D3DPSP_WRITEMASK_G D3DSP_WRITEMASK_1
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#define D3DPSP_WRITEMASK_R D3DSP_WRITEMASK_2
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#define D3DPSP_WRITEMASK_A D3DSP_WRITEMASK_3
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#define D3DPSP_WRITEMASK_C (D3DPSP_WRITEMASK_B|D3DPSP_WRITEMASK_G|D3DPSP_WRITEMASK_R)
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#define D3DPSP_WRITEMASK_ALL (D3DSP_WRITEMASK_0|D3DSP_WRITEMASK_1|D3DSP_WRITEMASK_2|D3DSP_WRITEMASK_3)
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#define D3DPSP_WRITEMASK_10 (D3DSP_WRITEMASK_0|D3DSP_WRITEMASK_1)
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#define D3DPSP_WRITEMASK_32 (D3DSP_WRITEMASK_2|D3DSP_WRITEMASK_3)
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// Source and destination parameter token
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#define D3DPS_REGNUM_MASK(_Num) ( (1L<<31) | ((_Num)&D3DSP_REGNUM_MASK) )
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#define D3DPS_DST(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSPR_TEMP | D3DPSP_WRITEMASK_ALL )
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#define D3DPS_SRC_TEMP(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_TEMP )
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#define D3DPS_SRC_INPUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_INPUT )
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#define D3DPS_SRC_CONST(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_CONST )
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#define D3DPS_SRC_TEXTURE(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_TEXTURE )
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#define D3DVS_SRC_ADDR(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_ADDR )
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#define D3DVS_SRC_RASTOUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_RASTOUT )
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#define D3DVS_SRC_ATTROUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_ATTROUT )
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#define D3DVS_SRC_TEXCRDOUT(_Num) ( D3DPS_REGNUM_MASK(_Num) | D3DSP_NOSWIZZLE | D3DSPR_TEXCRDOUT )
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// Temp destination registers
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#define D3DS_DR0 D3DPS_DST(0)
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#define D3DS_DR1 D3DPS_DST(1)
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#define D3DS_DR2 D3DPS_DST(2)
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#define D3DS_DR3 D3DPS_DST(3)
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#define D3DS_DR4 D3DPS_DST(4)
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#define D3DS_DR5 D3DPS_DST(5)
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#define D3DS_DR6 D3DPS_DST(6)
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#define D3DS_DR7 D3DPS_DST(7)
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// Temp source registers
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#define D3DS_SR0 D3DPS_SRC_TEMP(0)
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#define D3DS_SR1 D3DPS_SRC_TEMP(1)
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#define D3DS_SR2 D3DPS_SRC_TEMP(2)
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#define D3DS_SR3 D3DPS_SRC_TEMP(3)
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#define D3DS_SR4 D3DPS_SRC_TEMP(4)
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#define D3DS_SR5 D3DPS_SRC_TEMP(5)
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#define D3DS_SR6 D3DPS_SRC_TEMP(6)
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#define D3DS_SR7 D3DPS_SRC_TEMP(7)
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// Texture parameters
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#define D3DS_T0 D3DPS_SRC_TEXTURE(0)
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#define D3DS_T1 D3DPS_SRC_TEXTURE(1)
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#define D3DS_T2 D3DPS_SRC_TEXTURE(2)
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#define D3DS_T3 D3DPS_SRC_TEXTURE(3)
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#define D3DS_T4 D3DPS_SRC_TEXTURE(4)
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#define D3DS_T5 D3DPS_SRC_TEXTURE(5)
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#define D3DS_T6 D3DPS_SRC_TEXTURE(6)
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#define D3DS_T7 D3DPS_SRC_TEXTURE(7)
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// Constant (factor) source parameters
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#define D3DS_C0 D3DPS_SRC_CONST(0)
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#define D3DS_C1 D3DPS_SRC_CONST(1)
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#define D3DS_C2 D3DPS_SRC_CONST(2)
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#define D3DS_C3 D3DPS_SRC_CONST(3)
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#define D3DS_C4 D3DPS_SRC_CONST(4)
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#define D3DS_C5 D3DPS_SRC_CONST(5)
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#define D3DS_C6 D3DPS_SRC_CONST(6)
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#define D3DS_C7 D3DPS_SRC_CONST(7)
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// Iterated source parameters (0==Diffuse, 1==specular)
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#define D3DS_V0 D3DPS_SRC_INPUT(0)
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#define D3DS_V1 D3DPS_SRC_INPUT(1)
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#endif // D3DUTIL_H
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