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>
48 lines
1.5 KiB
Plaintext
48 lines
1.5 KiB
Plaintext
Self Shadowed Bumpmaps
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This projects includes all source and content for the self shadowing bump map algorithm presented at the 2001 GDC lecture by Dan Baker and Chas Boyd. This app will run without pixel shaders, as long as the hardware has rendertargets and DOT3. However, it runs much more efficently with pixel shaders and with better visual results.
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Source files
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main.cpp App main file
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shadowset.cpp All the code for the self-shadowed bump map
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d3dapp.cpp The App framework already included on the DX 8 sdk
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d3dfont.cpp These files are provided for conveince only
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d3dutil.cpp and should be replaced with newer files from the
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dxutil.cpp sdk on newer releases of DirectX.
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bumpshader.vsh - used for pixel shader emmulation
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bumpshader2.vsh - used for pixel shader emmulation
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bumpshader3.vsh - diffuse bump map vertex shader
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bumpshader4.vsh - Shadow map vertex shader
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shadowbumpshader.psh - horizon map basis computer pixel shader
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Media files
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sphere.x - the earth
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earth.bmp - earth texture
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earthbump.bmp - heightmap for earth
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Camera Controls:
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'S' - Zoom Out
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'W' - Zoom In
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Arrow Keys - Move camera
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NumPad arrows - pitch camera (numlock should be on)
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Numlock '7','9' - Roll camera
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Other Controls:
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'2' - Toggle Self Shadowing
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'3' - Toggle Diffuse bump mapping
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'4' - Reset position
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'5' - Auto rotate
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Mouse:
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Left Mouse rotates earth
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Right Mouse moves light
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