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>
443 lines
15 KiB
C++
443 lines
15 KiB
C++
//-----------------------------------------------------------------------------
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// File: Lighting.cpp
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//
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// Desc: Example code showing how to use D3D lights.
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//
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// Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <math.h>
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#include <stdio.h>
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#include <D3DX8.h>
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#include <tchar.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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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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// Custom D3D vertex format used by the vertex buffer
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struct MYVERTEX
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{
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D3DXVECTOR3 p; // vertex position
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D3DXVECTOR3 n; // vertex normal
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};
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#define D3DFVF_MYVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
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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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LPDIRECT3DVERTEXBUFFER8 m_pWallVB; // Vertex buffer for the walls and floor
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LPD3DXMESH m_pSphereMesh; // Representation of point light
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LPD3DXMESH m_pConeMesh; // Representation of dir/spot light
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CD3DFont* m_pFont; // Font for drawing text
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D3DLIGHT8 m_light; // Description of the D3D light
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UINT m_n; // Number of vertices in the ground grid along X
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UINT m_m; // Number of vertices in the ground grid along Z
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UINT m_nTriangles; // Number of triangles in the ground grid
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protected:
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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 FrameMove();
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HRESULT Render();
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HRESULT FinalCleanup();
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public:
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CMyD3DApplication();
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};
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CMyD3DApplication g_d3dApp;
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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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if( FAILED( g_d3dApp.Create( hInst ) ) )
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return 0;
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return g_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 = TEXT( "Lighting" );
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m_bUseDepthBuffer = FALSE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pWallVB = NULL;
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m_pSphereMesh = NULL;
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m_pConeMesh = NULL;
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// Set up wall/floor mesh resolution. Try changing m_n and m_m to see
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// how the lighting is affected.
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m_n = 32;
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m_m = 32;
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m_nTriangles = (m_n-1)*(m_m-1)*2;
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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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HRESULT hr;
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if( FAILED( hr = m_pFont->InitDeviceObjects( m_pd3dDevice ) ) )
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return hr;
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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: Restores scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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MYVERTEX* v;
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// Create a square grid m_n*m_m for rendering the wall
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(MYVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_MYVERTEX,
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D3DPOOL_MANAGED, &m_pWallVB ) ) )
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{
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return E_FAIL;
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}
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// Fill in the grid vertex data
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m_pWallVB->Lock( 0, 0, (BYTE**)&v, 0 );
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float dX = 1.0f/(m_n-1);
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float dZ = 1.0f/(m_m-1);
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float dU = 1.0f/(m_n-1);
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float dV = 1.0f/(m_m-1);
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UINT k = 0;
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for (UINT z=0; z < (m_m-1); z++)
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{
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for (UINT x=0; x < (m_n-1); x++)
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{
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v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ );
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v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
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k++;
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v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * (z+1)*dZ );
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v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
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k++;
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v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ );
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v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
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k++;
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v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ );
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v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
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k++;
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v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ );
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v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
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k++;
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v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * z*dZ );
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v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
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k++;
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}
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}
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m_pWallVB->Unlock();
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// Create sphere and cone meshes to represent the lights
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if (FAILED( D3DXCreateSphere(m_pd3dDevice, 0.25f, 20, 20, &m_pSphereMesh, NULL) ) )
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return E_FAIL;
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if (FAILED( D3DXCreateCylinder(m_pd3dDevice, 0.0f, 0.25f, 0.5f, 20, 20, &m_pConeMesh, NULL) ) )
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return E_FAIL;
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// Set up a material
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D3DMATERIAL8 mtrl;
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D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
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m_pd3dDevice->SetMaterial( &mtrl );
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// Set miscellaneous render states
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
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// Set the world matrix
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D3DXMATRIX matIdentity;
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D3DXMatrixIdentity( &matIdentity );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity );
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// Set the view matrix.
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D3DXMATRIX matView;
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D3DXVECTOR3 vFromPt( -10, 10, -10);
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D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
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D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Set the projection matrix
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D3DXMATRIX matProj;
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FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Turn on lighting.
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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// Enable ambient lighting to a dim, grey light, so objects that
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// are not lit by the other lights are not completely black
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m_pd3dDevice->SetRenderState( D3DRS_AMBIENT,
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D3DCOLOR_COLORVALUE( 0.25, 0.25, 0.25, 1.0 ) );
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// Set light #0 to be a simple, faint grey directional light so
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// the walls and floor are slightly different shades of grey
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D3DLIGHT8 light; // Description of the D3D light
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ZeroMemory( &light, sizeof(light) );
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light.Type = D3DLIGHT_DIRECTIONAL;
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light.Direction = D3DXVECTOR3( 0.3f, -0.5f, 0.2f );
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light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 0.25f;
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m_pd3dDevice->SetLight( 0, &light );
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// Set light #1 to be a simple, bright directional light to use
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// on the mesh representing light #2
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ZeroMemory( &light, sizeof(light) );
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light.Type = D3DLIGHT_DIRECTIONAL;
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light.Direction = D3DXVECTOR3( 0.5f, -0.5f, 0.5f );
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light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f;
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m_pd3dDevice->SetLight( 1, &light );
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// Light #2 will be the light used to light the floor and walls. It will
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// be set up in FrameMove() since it changes every frame.
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// Restore the font
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m_pFont->RestoreDeviceObjects();
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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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ZeroMemory( &m_light, sizeof(m_light) );
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// Rotate through the various light types
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m_light.Type = (D3DLIGHTTYPE)(1+(((DWORD)m_fTime)/5)%3);
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// Make sure the light type is supported by the device. If
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// D3DVTXPCAPS_POSITIONALLIGHTS is not set, the device does not support
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// point or spot lights, so change light #2's type to a directional light.
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DWORD dwCaps = m_d3dCaps.VertexProcessingCaps;
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if( 0 == ( dwCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
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{
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if( m_light.Type == D3DLIGHT_POINT || m_light.Type == D3DLIGHT_SPOT )
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m_light.Type = D3DLIGHT_DIRECTIONAL;
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}
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// Values for the light position, direction, and color
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FLOAT x = sinf( m_fTime*2.000f );
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FLOAT y = sinf( m_fTime*2.246f );
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FLOAT z = sinf( m_fTime*2.640f );
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m_light.Diffuse.r = 0.5f + 0.5f * x;
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m_light.Diffuse.g = 0.5f + 0.5f * y;
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m_light.Diffuse.b = 0.5f + 0.5f * z;
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m_light.Range = 100.0f;
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switch( m_light.Type )
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{
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case D3DLIGHT_POINT:
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m_light.Position = 4.5f * D3DXVECTOR3( x, y, z );
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m_light.Attenuation1 = 0.4f;
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break;
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case D3DLIGHT_DIRECTIONAL:
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m_light.Direction = D3DXVECTOR3( x, y, z );
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break;
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case D3DLIGHT_SPOT:
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m_light.Position = 2.0f * D3DXVECTOR3( x, y, z );
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m_light.Direction = D3DXVECTOR3( x, y, z );
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m_light.Theta = 0.5f;
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m_light.Phi = 1.0f;
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m_light.Falloff = 1.0f;
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m_light.Attenuation0 = 1.0f;
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}
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m_pd3dDevice->SetLight( 2, &m_light );
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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 viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x000000ff, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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m_pd3dDevice->SetStreamSource( 0, m_pWallVB, sizeof(MYVERTEX) );
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m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
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D3DXMATRIX matWorld;
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D3DXMATRIX matTrans;
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D3DXMATRIX matRotate;
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// Turn on light #0 and #2, and turn off light #1
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m_pd3dDevice->LightEnable( 0, TRUE );
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m_pd3dDevice->LightEnable( 1, FALSE );
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m_pd3dDevice->LightEnable( 2, TRUE );
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// Draw the floor
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D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, -5.0f );
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D3DXMatrixRotationZ( &matRotate, 0.0f );
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matWorld = matRotate * matTrans;
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
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// Draw the back wall
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D3DXMatrixTranslation( &matTrans, 5.0f,-5.0f, -5.0f );
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D3DXMatrixRotationZ( &matRotate, D3DX_PI/2 );
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matWorld = matRotate * matTrans;
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
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// Draw the side wall
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D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, 5.0f );
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D3DXMatrixRotationX( &matRotate, -D3DX_PI/2 );
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matWorld = matRotate * matTrans;
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
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// Turn on light #1, and turn off light #0 and #2
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m_pd3dDevice->LightEnable( 0, FALSE );
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m_pd3dDevice->LightEnable( 1, TRUE );
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m_pd3dDevice->LightEnable( 2, FALSE );
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// Draw the mesh representing the light
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if( m_light.Type == D3DLIGHT_POINT )
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{
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// Just position the point light -- no need to orient it
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D3DXMatrixTranslation( &matWorld, m_light.Position.x,
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m_light.Position.y, m_light.Position.z );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pSphereMesh->DrawSubset(0);
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}
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else
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{
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// Position the light and point it in the light's direction
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D3DXVECTOR3 vecFrom( m_light.Position.x, m_light.Position.y, m_light.Position.z );
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D3DXVECTOR3 vecAt( m_light.Position.x + m_light.Direction.x,
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m_light.Position.y + m_light.Direction.y,
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m_light.Position.z + m_light.Direction.z );
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D3DXVECTOR3 vecUp( 0, 1, 0);
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D3DXMATRIX matWorldInv;
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D3DXMatrixLookAtLH( &matWorldInv, &vecFrom, &vecAt, &vecUp);
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D3DXMatrixInverse( &matWorld, NULL, &matWorldInv);
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pConeMesh->DrawSubset(0);
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}
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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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TCHAR* strLight = (m_light.Type == D3DLIGHT_POINT ? TEXT("Point Light") :
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m_light.Type == D3DLIGHT_SPOT ? TEXT("Spot Light") : TEXT("Directional Light"));
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strLight);
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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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: Invalidates device objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
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{
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SAFE_RELEASE( m_pWallVB );
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SAFE_RELEASE( m_pSphereMesh );
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SAFE_RELEASE( m_pConeMesh );
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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_pWallVB );
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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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// Cleanup D3D font
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SAFE_DELETE( m_pFont );
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return S_OK;
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}
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