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>
421 lines
14 KiB
C++
421 lines
14 KiB
C++
//-----------------------------------------------------------------------------
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// File: Underwater.cpp
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//
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// Desc: Code to simulate underwater distortion.
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// Games could easily make use of this technique to achieve an underwater
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// effect without affecting geometry by rendering the scene to a texture
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// and applying the bump effect on a rectangle mapped with it.
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//
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// Note: From the Matrox web site demos
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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 <tchar.h>
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#include "D3DX8.h"
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#include "D3DApp.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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// Function prototypes and global (or static) variables
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//-----------------------------------------------------------------------------
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inline FLOAT rnd() { return (((FLOAT)rand()-(FLOAT)rand())/(2L*RAND_MAX)); }
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inline FLOAT RND() { return (((FLOAT)rand())/RAND_MAX); }
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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struct BUMPVERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu1, tv1;
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FLOAT tu2, tv2;
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};
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#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
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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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LPDIRECT3DVERTEXBUFFER8 m_pWaterVB;
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LPDIRECT3DTEXTURE8 m_pBumpMap;
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LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
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BOOL m_bDeviceValidationFailed;
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HRESULT CreateBumpMap();
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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 Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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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("BumpUnderWater: Effect Using BumpMapping");
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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_pWaterVB = NULL;
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m_pBumpMap = NULL;
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m_pBackgroundTexture = NULL;
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m_bDeviceValidationFailed = FALSE;
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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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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.01f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.00f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.00f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.01f) );
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BUMPVERTEX* vWaterVertices;
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m_pWaterVB->Lock( 0, 0, (BYTE**)&vWaterVertices, 0 );
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vWaterVertices[0].tu1 = 0.000f; vWaterVertices[0].tv1 = 0.5f*m_fTime + 2.0f;
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vWaterVertices[1].tu1 = 0.000f; vWaterVertices[1].tv1 = 0.5f*m_fTime;
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vWaterVertices[2].tu1 = 1.000f; vWaterVertices[2].tv1 = 0.5f*m_fTime;
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vWaterVertices[3].tu1 = 1.000f; vWaterVertices[3].tv1 = 0.5f*m_fTime + 2.0f;
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m_pWaterVB->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 scene
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m_pd3dDevice->Clear( 0, NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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0xff000000, 1.0f, 0L );
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// Begin the scene
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if( FAILED( m_pd3dDevice->BeginScene() ) )
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return S_OK;
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// Render the waves
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m_pd3dDevice->SetTexture( 0, m_pBumpMap );
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m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(BUMPVERTEX) );
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// Verify that the texture operations are possible on the device
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DWORD dwNumPasses;
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if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
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{
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// The right thing to do when device validation fails is to try
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// a different rendering technique. This sample just warns the user.
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m_bDeviceValidationFailed = TRUE;
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}
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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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if( m_bDeviceValidationFailed )
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{
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
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_T("Warning: Device validation failed. Rendering may not look right.") );
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CreateBumpMapFromSurface()
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// Desc: Creates a bumpmap from a surface
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::CreateBumpMap()
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{
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UINT iWidth = 256;
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UINT iHeight = 256;
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// Create the bumpmap's surface and texture objects
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if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
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D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMap ) ) )
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{
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return E_FAIL;
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}
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// Fill the bumpmap texels to simulate a lens
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D3DLOCKED_RECT lrDst;
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m_pBumpMap->LockRect( 0, &lrDst, 0, 0 );
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DWORD dwDstPitch = (DWORD)lrDst.Pitch;
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BYTE* pDst = (BYTE*)lrDst.pBits;
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for( DWORD y=0; y<iHeight; y++ )
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{
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for( DWORD x=0; x<iWidth; x++ )
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{
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FLOAT fx = x/(FLOAT)iWidth - 0.5f;
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FLOAT fy = y/(FLOAT)iHeight - 0.5f;
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FLOAT r = sqrtf( fx*fx + fy*fy );
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CHAR iDu = (CHAR)(64*cosf(4.0f*(fx+fy)*D3DX_PI));
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CHAR iDv = (CHAR)(64*sinf(4.0f*(fx+fy)*D3DX_PI));
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pDst[2*x+0] = iDu;
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pDst[2*x+1] = iDv;
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}
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pDst += lrDst.Pitch;
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}
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m_pBumpMap->UnlockRect(0);
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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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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("LobbyXPos.bmp"),
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&m_pBackgroundTexture, D3DFMT_A8R8G8B8 ) ) )
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return E_FAIL;
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// create a bumpmap from info in source surface
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if( FAILED( CreateBumpMap() ) )
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return E_FAIL;
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
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D3DUSAGE_WRITEONLY,
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D3DFVF_BUMPVERTEX,
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D3DPOOL_MANAGED, &m_pWaterVB ) ) )
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return E_FAIL;
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BUMPVERTEX* v;
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m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
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v[0].p = D3DXVECTOR3(-60.0f,-60.0f, 0.0f ); v[0].n = D3DXVECTOR3( 0, 1, 0 );
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v[1].p = D3DXVECTOR3(-60.0f, 60.0f, 0.0f ); v[1].n = D3DXVECTOR3( 0, 1, 0 );
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v[2].p = D3DXVECTOR3( 60.0f,-60.0f, 0.0f ); v[2].n = D3DXVECTOR3( 0, 1, 0 );
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v[3].p = D3DXVECTOR3( 60.0f, 60.0f, 0.0f ); v[3].n = D3DXVECTOR3( 0, 1, 0 );
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v[0].tu2 = 0.000f; v[0].tv2 = 1.0f;
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v[1].tu2 = 0.000f; v[1].tv2 = 0.0f;
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v[2].tu2 = 1.000f; v[2].tv2 = 1.0f;
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v[3].tu2 = 1.000f; v[3].tv2 = 0.0f;
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m_pWaterVB->Unlock();
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m_bDeviceValidationFailed = FALSE;
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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 transform matrices
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D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -100.0f );
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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( &matWorld );
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 3000.0f );
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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 any appropiate state
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m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
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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->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->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, 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_pWaterVB );
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SAFE_RELEASE( m_pBumpMap );
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SAFE_RELEASE( m_pBackgroundTexture );
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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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// Device must be able to do bumpmapping
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if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
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return E_FAIL;
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// Accept devices that can create D3DFMT_V8U8 textures
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if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
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pCaps->DeviceType, Format,
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0, D3DRTYPE_TEXTURE,
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D3DFMT_V8U8 ) ) )
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return S_OK;
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return E_FAIL;
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}
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