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>
55 lines
2.3 KiB
Plaintext
55 lines
2.3 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Name: Lighting Direct3D Sample
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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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Description
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===========
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The Lighting samples shows how to use D3D lights when rendering. It shows
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the difference between the various types of lights (ambient, point,
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directional, spot), how to configure these lights, and how to enable and
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disable them.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\Lighting
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Executable: DXSDK\Samples\Multimedia\D3D\Bin
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User's Guide
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============
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The following keys are implemented. The dropdown menus can be used for the
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same controls.
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<Enter> Starts and stops the scene
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<Space> Advances the scene by a small increment
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<F2> Prompts user to select a new rendering device or display mode
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<Alt+Enter> Toggles between fullscreen and windowed modes
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<Esc> Exits the app.
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Programming Notes
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=================
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D3D lights can be used to shade and color objects that are rendered. They
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modify the color at each vertex of the primitives rendered while the lights
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are active. Note that the walls and floor of this sample contain many
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vertices, so the lighting is fairly detailed. If the vertices were only at
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the corners of the walls and floor, the lighting effects would be much
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rougher because of the reduced number of vertices. You can modify the m_m
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and m_n member variables in this program to see how the vertex count affects
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the lighting of the surfaces.
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There are ways to generate lighting effects other than by using D3D lights.
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Techniques like light mapping can create lighting effects that are not
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limited to being computed only at each vertex. Vertex shaders can generate
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more unusual, realistic, or customized lighting at each vertex. Pixel shaders
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can perform lighting computation at each pixel of the polygons being rendered.
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This sample makes use of common DirectX code (consisting of helper functions,
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etc.) that is shared with other samples on the DirectX SDK. All common
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headers and source code can be found in the following directory:
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DXSDK\Samples\Multimedia\Common
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