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>
448 lines
15 KiB
C++
448 lines
15 KiB
C++
//-----------------------------------------------------------------------------
|
|
// File: ClipMirror.cpp
|
|
//
|
|
// Desc: This sample shows how to use clip planes to implement a planar mirror.
|
|
// The scene is reflected in a mirror and rendered in a 2nd pass. The
|
|
// corners of the mirrors, together with the camera eye point, are used
|
|
// to define a custom set of clip planes so that the reflected geometry
|
|
// appears only within the mirror's boundaries.
|
|
//
|
|
// Note: This code uses the D3D Framework helper library.
|
|
//
|
|
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
|
//-----------------------------------------------------------------------------
|
|
#define STRICT
|
|
#include <math.h>
|
|
#include <D3DX8.h>
|
|
#include "D3DApp.h"
|
|
#include "D3DFile.h"
|
|
#include "D3DFont.h"
|
|
#include "D3DUtil.h"
|
|
#include "DXUtil.h"
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: struct MIRRORVERTEX
|
|
// Desc: Custom mirror vertex type
|
|
//-----------------------------------------------------------------------------
|
|
struct MIRRORVERTEX
|
|
{
|
|
D3DXVECTOR3 p;
|
|
D3DXVECTOR3 n;
|
|
DWORD color;
|
|
};
|
|
|
|
#define D3DFVF_MIRRORVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE)
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: class CMyD3DApplication
|
|
// Desc: Application class. The base class (CD3DApplication) provides the
|
|
// generic functionality needed in all Direct3D samples. CMyD3DApplication
|
|
// adds functionality specific to this sample program.
|
|
//-----------------------------------------------------------------------------
|
|
class CMyD3DApplication : public CD3DApplication
|
|
{
|
|
CD3DFont* m_pFont; // Font for drawing text
|
|
CD3DMesh* m_pTeapot; // The teapot object
|
|
D3DXMATRIX m_matTeapot; // Teapot's local matrix
|
|
|
|
LPDIRECT3DVERTEXBUFFER8 m_pMirrorVB;
|
|
|
|
D3DXVECTOR3 m_vEyePt; // Vectors defining the camera
|
|
D3DXVECTOR3 m_vLookatPt;
|
|
D3DXVECTOR3 m_vUpVec;
|
|
|
|
HRESULT RenderMirror();
|
|
HRESULT RenderScene();
|
|
|
|
protected:
|
|
HRESULT OneTimeSceneInit();
|
|
HRESULT InitDeviceObjects();
|
|
HRESULT RestoreDeviceObjects();
|
|
HRESULT InvalidateDeviceObjects();
|
|
HRESULT DeleteDeviceObjects();
|
|
HRESULT Render();
|
|
HRESULT FrameMove();
|
|
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
|
|
HRESULT FinalCleanup();
|
|
|
|
public:
|
|
CMyD3DApplication();
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: WinMain()
|
|
// Desc: Entry point to the program. Initializes everything, and goes into a
|
|
// message-processing loop. Idle time is used to render the scene.
|
|
//-----------------------------------------------------------------------------
|
|
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
|
{
|
|
CMyD3DApplication d3dApp;
|
|
|
|
if( FAILED( d3dApp.Create( hInst ) ) )
|
|
return 0;
|
|
|
|
return d3dApp.Run();
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: CMyD3DApplication()
|
|
// Desc: Application constructor. Sets attributes for the app.
|
|
//-----------------------------------------------------------------------------
|
|
CMyD3DApplication::CMyD3DApplication()
|
|
{
|
|
m_strWindowTitle = _T("ClipMirror: Using D3D Clip Planes");
|
|
m_bUseDepthBuffer = TRUE;
|
|
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
|
|
m_pTeapot = new CD3DMesh;
|
|
m_pMirrorVB = NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: OneTimeSceneInit()
|
|
// Desc: Called during initial app startup, this function performs all the
|
|
// permanent initialization.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::OneTimeSceneInit()
|
|
{
|
|
// Initialize the camera's orientation
|
|
m_vEyePt = D3DXVECTOR3( 0.0f, 2.0f, -6.5f );
|
|
m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
|
|
m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: FrameMove()
|
|
// Desc: Called once per frame, the call is the entry point for animating
|
|
// the scene.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::FrameMove()
|
|
{
|
|
// Set the teapot's local matrix (rotating about the y-axis)
|
|
D3DXMatrixRotationY( &m_matTeapot, m_fTime );
|
|
|
|
// When the window has focus, let the mouse adjust the camera view
|
|
if( GetFocus() )
|
|
{
|
|
D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
|
|
m_vEyePt.x = 5*quat.y;
|
|
m_vEyePt.y = 5*quat.x;
|
|
m_vEyePt.z = -sqrtf( 50.0f - 25*quat.x*quat.x - 25*quat.y*quat.y );
|
|
|
|
D3DXMATRIX matView;
|
|
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
|
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RenderScene()
|
|
// Desc: Renders all objects in the scene.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::RenderScene()
|
|
{
|
|
D3DXMATRIX matLocal, matWorldSaved;
|
|
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
|
|
|
|
// Build the local matrix
|
|
D3DXMatrixMultiply( &matLocal, &m_matTeapot, &matWorldSaved );
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matLocal );
|
|
|
|
// Render the object
|
|
m_pTeapot->Render( m_pd3dDevice );
|
|
|
|
// Restore the modified render states
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
|
|
|
|
// Output statistics
|
|
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
|
|
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RenderMirror()
|
|
// Desc: Renders the scene as reflected in a mirror. The corners of the mirror
|
|
// define a plane, which is used to build the reflection matrix. The
|
|
// scene is rendered with the cull-mode reversed, since all normals in
|
|
// the scene are likewise reflected.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::RenderMirror()
|
|
{
|
|
D3DXMATRIX matWorldSaved;
|
|
D3DXMATRIX matReflectInMirror;
|
|
D3DXPLANE plane;
|
|
|
|
// Save the world matrix so it can be restored
|
|
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
|
|
|
|
// Get the four corners of the mirror. (This should be dynamic rather than
|
|
// hardcoded.)
|
|
D3DXVECTOR3 a(-1.5f, 1.5f, 3.0f );
|
|
D3DXVECTOR3 b( 1.5f, 1.5f, 3.0f );
|
|
D3DXVECTOR3 c( -1.5f,-1.5f, 3.0f );
|
|
D3DXVECTOR3 d( 1.5f,-1.5f, 3.0f );
|
|
|
|
// Construct the reflection matrix
|
|
D3DXPlaneFromPoints( &plane, &a, &b, &c );
|
|
D3DXMatrixReflect( &matReflectInMirror, &plane );
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matReflectInMirror );
|
|
|
|
// Reverse the cull mode (since normals will be reflected)
|
|
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
|
|
|
// Set the custom clip planes (so geometry is clipped by mirror edges).
|
|
// This is the heart of this sample. The mirror has 4 edges, so there are
|
|
// 4 clip planes, each defined by two mirror vertices and the eye point.
|
|
m_pd3dDevice->SetClipPlane( 0, *D3DXPlaneFromPoints( &plane, &b, &a, &m_vEyePt ) );
|
|
m_pd3dDevice->SetClipPlane( 1, *D3DXPlaneFromPoints( &plane, &d, &b, &m_vEyePt ) );
|
|
m_pd3dDevice->SetClipPlane( 2, *D3DXPlaneFromPoints( &plane, &c, &d, &m_vEyePt ) );
|
|
m_pd3dDevice->SetClipPlane( 3, *D3DXPlaneFromPoints( &plane, &a, &c, &m_vEyePt ) );
|
|
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE,
|
|
D3DCLIPPLANE0 | D3DCLIPPLANE1 | D3DCLIPPLANE2 | D3DCLIPPLANE3 );
|
|
|
|
// Render the scene
|
|
RenderScene();
|
|
|
|
// Restore the modified render states
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
|
|
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
|
|
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
|
|
|
// Finally, render the mirror itself (as an alpha-blended quad)
|
|
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
|
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
|
|
m_pd3dDevice->SetStreamSource( 0, m_pMirrorVB, sizeof(MIRRORVERTEX) );
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_MIRRORVERTEX );
|
|
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
|
|
|
|
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Called once per frame, the call is the entry point for 3d
|
|
// rendering. This function sets up render states, clears the
|
|
// viewport, and renders the scene.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::Render()
|
|
{
|
|
// Clear the viewport
|
|
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
|
0x000000ff, 1.0f, 0L );
|
|
|
|
// Begin the scene
|
|
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
|
|
{
|
|
// Render the scene
|
|
RenderScene();
|
|
|
|
// Render the scene in the mirror
|
|
RenderMirror();
|
|
|
|
// End the scene.
|
|
m_pd3dDevice->EndScene();
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InitDeviceObjects()
|
|
// Desc: Initialize scene objects.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InitDeviceObjects()
|
|
{
|
|
// Initialize the font's internal textures
|
|
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
|
|
|
// Set up the geometry objects
|
|
if( FAILED( m_pTeapot->Create( m_pd3dDevice, _T("Teapot.x") ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
|
|
// Create a square for rendering the mirror
|
|
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(MIRRORVERTEX),
|
|
D3DUSAGE_WRITEONLY,
|
|
D3DFVF_MIRRORVERTEX,
|
|
D3DPOOL_MANAGED, &m_pMirrorVB ) ) )
|
|
return E_FAIL;
|
|
|
|
// Initialize the mirror's vertices
|
|
MIRRORVERTEX* v;
|
|
m_pMirrorVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
v[0].p = D3DXVECTOR3(-1.5f, 1.5f, 3.0f );
|
|
v[2].p = D3DXVECTOR3(-1.5f,-1.5f, 3.0f );
|
|
v[1].p = D3DXVECTOR3( 1.5f, 1.5f, 3.0f );
|
|
v[3].p = D3DXVECTOR3( 1.5f,-1.5f, 3.0f );
|
|
v[0].n = v[1].n = v[2].n = v[3].n = D3DXVECTOR3(0.0f,0.0f,-1.0f);
|
|
v[0].color = v[1].color = v[2].color = v[3].color = 0x80ffffff;
|
|
m_pMirrorVB->Unlock();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RestoreDeviceObjects()
|
|
// Desc: Initialize scene objects.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
|
{
|
|
m_pFont->RestoreDeviceObjects();
|
|
|
|
// Set up the geometry objects
|
|
m_pTeapot->RestoreDeviceObjects( m_pd3dDevice );
|
|
|
|
// Set up the textures
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
|
|
// Set miscellaneous render states
|
|
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
|
|
|
// Set up the matrices
|
|
D3DXMATRIX matWorld, matView, matProj;
|
|
D3DXMatrixIdentity( &matWorld );
|
|
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
|
|
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
|
|
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
|
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
|
|
|
// Set up a light
|
|
if( ( m_d3dCaps.VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) ||
|
|
!( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) )
|
|
{
|
|
D3DLIGHT8 light;
|
|
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.2f, -1.0f, -0.2f );
|
|
m_pd3dDevice->SetLight( 0, &light );
|
|
m_pd3dDevice->LightEnable( 0, TRUE );
|
|
}
|
|
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xff555555 );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc:
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pFont->InvalidateDeviceObjects();
|
|
m_pTeapot->InvalidateDeviceObjects();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DeleteDeviceObjects()
|
|
// Desc: Called when the app is exiting, or the device is being changed,
|
|
// this function deletes any device dependent objects.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::DeleteDeviceObjects()
|
|
{
|
|
m_pFont->DeleteDeviceObjects();
|
|
m_pTeapot->Destroy();
|
|
|
|
SAFE_RELEASE( m_pMirrorVB );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: ConfirmDevice()
|
|
// Desc: Called during device intialization, this code checks the device
|
|
// for some minimum set of capabilities
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
|
|
D3DFORMAT Format )
|
|
{
|
|
if( dwBehavior & D3DCREATE_PUREDEVICE )
|
|
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
|
|
|
|
if( ( dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
|
( dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
|
{
|
|
if( pCaps->MaxUserClipPlanes < 4 )
|
|
return E_FAIL;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: FinalCleanup()
|
|
// Desc: Called before the app exits, this function gives the app the chance
|
|
// to cleanup after itself.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::FinalCleanup()
|
|
{
|
|
SAFE_DELETE( m_pFont );
|
|
SAFE_DELETE( m_pTeapot );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|