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>
516 lines
16 KiB
C++
516 lines
16 KiB
C++
//-----------------------------------------------------------------------------
|
|
// File: SphereMap.cpp
|
|
//
|
|
// Desc: Example code showing how to use sphere-mapping in D3D, using generated
|
|
// texture coordinates.
|
|
//
|
|
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
|
|
//-----------------------------------------------------------------------------
|
|
#define STRICT
|
|
#include <tchar.h>
|
|
#include <math.h>
|
|
#include <stdio.h>
|
|
#include <D3DX8.h>
|
|
#include "D3DApp.h"
|
|
#include "D3DFile.h"
|
|
#include "D3DFont.h"
|
|
#include "D3DUtil.h"
|
|
#include "DXUtil.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: g_szEffect
|
|
// Desc: String containing effect used to render shiny teapot.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const char g_szEffect[] =
|
|
|
|
"texture texSphereMap;\n"
|
|
"matrix matWorld;\n"
|
|
"matrix matViewProject;\n"
|
|
"vector vecPosition;\n"
|
|
|
|
|
|
"technique Sphere\n"
|
|
"{\n"
|
|
"pass P0\n"
|
|
"{\n"
|
|
|
|
// Vertex state
|
|
"VertexShader =\n"
|
|
"decl\n"
|
|
"{\n"
|
|
"float v0[3];\n" // position
|
|
"float v1[3];\n" // normal
|
|
"}\n"
|
|
"asm\n"
|
|
"{\n"
|
|
"vs.1.0\n"
|
|
"def c64, 0.25f, 0.5f, 1.0f, -1.0f\n"
|
|
|
|
// r0: camera-space position
|
|
// r1: camera-space normal
|
|
// r2: camera-space vertex-eye vector
|
|
// r3: camera-space reflection vector
|
|
// r4: texture coordinates
|
|
|
|
// Transform position and normal into camera-space
|
|
"m4x4 r0, v0, c0\n"
|
|
"m3x3 r1, v1, c0\n"
|
|
|
|
// Compute normalized view vector
|
|
"add r2, c8, -r0\n"
|
|
"dp3 r3, r2, r2\n"
|
|
"rsq r3, r3\n"
|
|
"mul r2, r2, r3\n"
|
|
|
|
// Compute camera-space reflection vector
|
|
"dp3 r3, r1, r2\n"
|
|
"mul r1, r1, r3\n"
|
|
"add r1, r1, r1\n"
|
|
"add r3, r1, -r2\n"
|
|
|
|
// Compute sphere-map texture coords
|
|
"mad r4.w, -r3.z, c64.y, c64.y\n"
|
|
"rsq r4, r4\n"
|
|
"mul r4, r3, r4\n"
|
|
"mad r4, r4, c64.x, c64.y\n"
|
|
|
|
// Project position
|
|
"m4x4 oPos, r0, c4\n"
|
|
"mul oT0.xy, r4.xy, c64.zw\n"
|
|
"mov oT0.zw, c64.z\n"
|
|
"};\n"
|
|
|
|
"VertexShaderConstant4[0] = <matWorld>;\n"
|
|
"VertexShaderConstant4[4] = <matViewProject>;\n"
|
|
"VertexShaderConstant1[8] = <vecPosition>;\n"
|
|
|
|
// Pixel state
|
|
"Texture[0] = <texSphereMap>;\n"
|
|
"AddressU[0] = Wrap;\n"
|
|
"AddressV[0] = Wrap;\n"
|
|
"MinFilter[0] = Linear;\n"
|
|
"MagFilter[0] = Linear;\n"
|
|
"ColorOp[0] = SelectArg1;\n"
|
|
"ColorArg1[0] = Texture;\n"
|
|
"}\n"
|
|
"}\n";
|
|
|
|
const UINT g_cchEffect = sizeof(g_szEffect) - 1;
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: struct ENVMAPPEDVERTEX
|
|
// Desc: D3D vertex type for environment-mapped objects
|
|
//-----------------------------------------------------------------------------
|
|
struct ENVMAPPEDVERTEX
|
|
{
|
|
D3DXVECTOR3 p; // Position
|
|
D3DXVECTOR3 n; // Normal
|
|
};
|
|
|
|
#define D3DFVF_ENVMAPVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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
|
|
{
|
|
BOOL m_bCapture;
|
|
|
|
D3DXMATRIX m_matProject;
|
|
D3DXMATRIX m_matView;
|
|
D3DXMATRIX m_matWorld;
|
|
D3DXMATRIX m_matTrackBall;
|
|
|
|
CD3DFont* m_pFont;
|
|
CD3DMesh* m_pShinyTeapot;
|
|
CD3DMesh* m_pSkyBox;
|
|
|
|
ID3DXEffect* m_pEffect;
|
|
IDirect3DTexture8* m_pSphereMap;
|
|
|
|
protected:
|
|
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
|
|
HRESULT OneTimeSceneInit();
|
|
HRESULT InitDeviceObjects();
|
|
HRESULT RestoreDeviceObjects();
|
|
HRESULT InvalidateDeviceObjects();
|
|
HRESULT DeleteDeviceObjects();
|
|
HRESULT Render();
|
|
HRESULT FrameMove();
|
|
HRESULT FinalCleanup();
|
|
|
|
public:
|
|
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
|
|
|
|
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("SphereMap: Environment Mapping Technique");
|
|
m_bUseDepthBuffer = TRUE;
|
|
m_bCapture = FALSE;
|
|
|
|
m_pFont = NULL;
|
|
m_pShinyTeapot = NULL;
|
|
m_pSkyBox = NULL;
|
|
|
|
m_pEffect = NULL;
|
|
m_pSphereMap = NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: OneTimeSceneInit()
|
|
// Desc: Called during initial app startup, this function performs all the
|
|
// permanent initialization.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::OneTimeSceneInit()
|
|
{
|
|
D3DXMatrixIdentity( &m_matWorld );
|
|
|
|
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
|
|
m_pShinyTeapot = new CD3DMesh();
|
|
m_pSkyBox = new CD3DMesh();
|
|
|
|
if( !m_pFont || !m_pShinyTeapot || !m_pSkyBox )
|
|
return E_OUTOFMEMORY;
|
|
|
|
D3DXMatrixIdentity( &m_matTrackBall );
|
|
D3DXMatrixTranslation( &m_matView, 0.0f, 0.0f, 3.0f );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: FrameMove()
|
|
// Desc: Called once per frame, the call is the entry point for animating
|
|
// the scene.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::FrameMove()
|
|
{
|
|
// When the window has focus, let the mouse adjust the camera view
|
|
if( m_bCapture )
|
|
{
|
|
D3DXMATRIX matCursor;
|
|
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
|
|
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
|
|
D3DXMatrixMultiply( &m_matView, &m_matTrackBall, &matCursor );
|
|
|
|
D3DXMATRIX matTrans;
|
|
D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 3.0f );
|
|
D3DXMatrixMultiply( &m_matView, &m_matView, &matTrans );
|
|
}
|
|
else
|
|
{
|
|
D3DXMATRIX matRotation;
|
|
D3DXMatrixRotationY( &matRotation, -m_fElapsedTime );
|
|
D3DXMatrixMultiply( &m_matWorld, &m_matWorld, &matRotation );
|
|
}
|
|
|
|
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()
|
|
{
|
|
// Begin the scene
|
|
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
|
|
{
|
|
// Render the Skybox
|
|
{
|
|
D3DXMATRIX matWorld;
|
|
D3DXMatrixScaling( &matWorld, 10.0f, 10.0f, 10.0f );
|
|
|
|
D3DXMATRIX matView(m_matView);
|
|
matView._41 = matView._42 = matView._43 = 0.0f;
|
|
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
|
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProject );
|
|
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
|
|
|
|
// Always pass Z-test, so we can avoid clearing color and depth buffers
|
|
m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
|
|
m_pSkyBox->Render( m_pd3dDevice );
|
|
m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
|
|
}
|
|
|
|
|
|
// Render the environment-mapped ShinyTeapot
|
|
{
|
|
// Set transform state
|
|
D3DXMATRIX matViewProject;
|
|
D3DXMatrixMultiply( &matViewProject, &m_matView, &m_matProject );
|
|
|
|
D3DXMATRIX matViewInv;
|
|
D3DXMatrixInverse( &matViewInv, NULL, &m_matView );
|
|
D3DXVECTOR4 vecPosition( matViewInv._41, matViewInv._42, matViewInv._43, 1.0f );
|
|
|
|
|
|
m_pEffect->SetMatrix( "matWorld", &m_matWorld );
|
|
m_pEffect->SetMatrix( "matViewProject", &matViewProject );
|
|
m_pEffect->SetVector( "vecPosition", &vecPosition );
|
|
|
|
|
|
// Draw teapot
|
|
LPDIRECT3DVERTEXBUFFER8 pVB;
|
|
LPDIRECT3DINDEXBUFFER8 pIB;
|
|
|
|
m_pShinyTeapot->m_pLocalMesh->GetVertexBuffer( &pVB );
|
|
m_pShinyTeapot->m_pLocalMesh->GetIndexBuffer( &pIB );
|
|
|
|
m_pd3dDevice->SetStreamSource( 0, pVB, sizeof(ENVMAPPEDVERTEX) );
|
|
m_pd3dDevice->SetIndices( pIB, 0 );
|
|
|
|
UINT uPasses;
|
|
m_pEffect->Begin( &uPasses, 0 );
|
|
|
|
for( UINT iPass = 0; iPass < uPasses; iPass++ )
|
|
{
|
|
m_pEffect->Pass( iPass );
|
|
|
|
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
|
|
0, m_pShinyTeapot->m_pLocalMesh->GetNumVertices(),
|
|
0, m_pShinyTeapot->m_pLocalMesh->GetNumFaces() );
|
|
|
|
}
|
|
|
|
m_pEffect->End();
|
|
|
|
SAFE_RELEASE( pVB );
|
|
SAFE_RELEASE( pIB );
|
|
}
|
|
|
|
|
|
// 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 );
|
|
|
|
|
|
// End the scene.
|
|
m_pd3dDevice->EndScene();
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InitDeviceObjects()
|
|
// Desc: Initialize scene objects.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InitDeviceObjects()
|
|
{
|
|
// Load the file objects
|
|
if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("spheremap.bmp"), &m_pSphereMap ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
|
|
// Set mesh properties
|
|
m_pShinyTeapot->SetFVF( m_pd3dDevice, D3DFVF_ENVMAPVERTEX );
|
|
|
|
// Restore the device-dependent objects
|
|
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
|
|
|
// Create Effect object
|
|
if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, &m_pEffect, NULL ) ) )
|
|
return E_FAIL;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RestoreDeviceObjects()
|
|
// Desc: Restore device-memory objects and state after a device is created or
|
|
// resized.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
|
{
|
|
// InitDeviceObjects for file objects (build textures and vertex buffers)
|
|
m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
|
|
m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
|
|
m_pFont->RestoreDeviceObjects();
|
|
m_pEffect->OnResetDevice();
|
|
m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
|
|
|
|
// Set the transform matrices
|
|
FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height;
|
|
D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f );
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc: Called when the device-dependent objects are about to be lost.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pShinyTeapot->InvalidateDeviceObjects();
|
|
m_pSkyBox->InvalidateDeviceObjects();
|
|
m_pFont->InvalidateDeviceObjects();
|
|
|
|
if(m_pEffect)
|
|
m_pEffect->OnLostDevice();
|
|
|
|
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_pShinyTeapot->Destroy();
|
|
m_pSkyBox->Destroy();
|
|
|
|
SAFE_RELEASE( m_pSphereMap );
|
|
SAFE_RELEASE( m_pEffect );
|
|
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_pShinyTeapot );
|
|
SAFE_DELETE( m_pSkyBox );
|
|
|
|
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_SOFTWARE_VERTEXPROCESSING) &&
|
|
!(pCaps->VertexShaderVersion >= D3DVS_VERSION(1, 0)) )
|
|
{
|
|
return E_FAIL;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: Message proc function to handle key and menu input
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
|
|
LPARAM lParam )
|
|
{
|
|
// Capture mouse when clicked
|
|
if( WM_LBUTTONDOWN == uMsg )
|
|
{
|
|
D3DXMATRIX matCursor;
|
|
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
|
|
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
|
|
D3DXMatrixTranspose( &matCursor, &matCursor );
|
|
D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
|
|
|
|
SetCapture( m_hWnd );
|
|
m_bCapture = TRUE;
|
|
return 0;
|
|
}
|
|
|
|
if( WM_LBUTTONUP == uMsg )
|
|
{
|
|
D3DXMATRIX matCursor;
|
|
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
|
|
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
|
|
D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
|
|
|
|
ReleaseCapture();
|
|
m_bCapture = FALSE;
|
|
return 0;
|
|
}
|
|
|
|
// Pass remaining messages to default handler
|
|
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
|
}
|