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>
379 lines
12 KiB
C++
379 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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// File: Text3D.cpp
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//
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// Desc: Example code showing how to do text in a Direct3D scene.
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//
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// Copyright (c) 1997-2001 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 <commdlg.h>
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#include <math.h>
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#include <tchar.h>
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#include <stdio.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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// 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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CD3DFont* m_pStatsFont;
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LPD3DXMESH m_pMesh3DText;
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TCHAR m_strFont[100];
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DWORD m_dwFontSize;
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D3DXMATRIX m_matObj1;
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D3DXMATRIX m_matObj2;
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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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HRESULT CreateD3DXTextMesh();
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public:
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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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("Text3D: Text in a 3D scene");
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m_bUseDepthBuffer = TRUE;
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m_pMesh3DText = NULL;
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// Create fonts
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lstrcpy( m_strFont, _T("Arial") );
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m_dwFontSize = 18;
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m_pFont = new CD3DFont( m_strFont, m_dwFontSize );
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m_pStatsFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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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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// Setup five rotation matrices (for rotating text strings)
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D3DXMatrixRotationAxis( &m_matObj1, &D3DXVECTOR3(1.0f,2.0f,0.0f), m_fTime/2.0f );
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D3DXMatrixRotationAxis( &m_matObj2, &D3DXVECTOR3(2.0f,1.0f,0.0f), m_fTime/2.0f );
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// Add some translational values to the matrices
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m_matObj1._41 = 1.0f; m_matObj1._42 = 6.0f; m_matObj1._43 = 20.0f;
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m_matObj2._41 = -4.0f; m_matObj2._42 = -1.0f; m_matObj2._43 = 0.0f;
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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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D3DMATERIAL8 mtrl;
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// Clear the viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 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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// Draw CD3DFont in 2D (red)
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m_pFont->DrawText( 60, 100, D3DCOLOR_ARGB(255,255,0,0), _T("CD3DFont::DrawText") );
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// Draw CD3DFont in 3D (green)
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D3DUtil_InitMaterial( mtrl, 0.0f, 1.0f, 0.0f );
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m_pd3dDevice->SetMaterial( &mtrl );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObj1 );
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m_pFont->Render3DText( _T("CD3DFont::Render3DText"), D3DFONT_CENTERED|D3DFONT_TWOSIDED|D3DFONT_FILTERED );
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// Draw D3DXFont mesh in 3D (blue)
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if( m_pMesh3DText != NULL )
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{
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D3DUtil_InitMaterial( mtrl, 0.0f, 0.0f, 1.0f );
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m_pd3dDevice->SetMaterial( &mtrl );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObj2 );
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m_pMesh3DText->DrawSubset(0);
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}
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// Show frame rate
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m_pStatsFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pStatsFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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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: 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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// Restore the fonts
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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m_pStatsFont->InitDeviceObjects( m_pd3dDevice );
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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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// Restore the fonts
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m_pFont->RestoreDeviceObjects();
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m_pStatsFont->RestoreDeviceObjects();
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// Restore the textures
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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->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x80808080);
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D3DLIGHT8 light;
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D3DUtil_InitLight(light, D3DLIGHT_DIRECTIONAL, 10.0f, -10.0f, 10.0f);
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m_pd3dDevice->SetLight(0, &light );
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m_pd3dDevice->LightEnable(0, TRUE);
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// Set the transform matrices
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D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f,-5.0f,-10.0f );
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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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FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)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_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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if( FAILED( CreateD3DXTextMesh() ) )
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return E_FAIL;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CreateD3DXTextMesh()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::CreateD3DXTextMesh()
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{
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HRESULT hr;
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HDC hdc = CreateCompatibleDC( NULL );
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HFONT hFont;
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HFONT hFontOld;
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LOGFONT lf;
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SAFE_RELEASE(m_pMesh3DText);
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ZeroMemory(&lf, sizeof(lf));
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lf.lfHeight = m_dwFontSize;
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lf.lfStrikeOut = 1;
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lstrcpy(lf.lfFaceName, m_strFont);
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hFont = CreateFontIndirect(&lf);
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hFontOld = (HFONT)SelectObject(hdc, hFont);
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if( FAILED( hr = D3DXCreateText(m_pd3dDevice, hdc, _T("D3DXCreateText"),
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0.001f, 0.4f, &m_pMesh3DText, NULL, NULL) ) )
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{
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SelectObject(hdc, hFontOld);
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return hr;
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}
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SelectObject(hdc, hFontOld);
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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: 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::InvalidateDeviceObjects()
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{
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m_pFont->InvalidateDeviceObjects();
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m_pStatsFont->InvalidateDeviceObjects();
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SAFE_RELEASE( m_pMesh3DText );
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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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m_pStatsFont->DeleteDeviceObjects();
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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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SAFE_DELETE( m_pStatsFont );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: Message proc function to handle key and menu input
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//-----------------------------------------------------------------------------
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LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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LPARAM lParam )
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{
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if( WM_COMMAND == uMsg )
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{
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switch( LOWORD(wParam) )
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{
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case IDM_FONT:
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{
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HDC hdc;
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LONG lHeight;
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hdc = GetDC( hWnd );
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lHeight = -MulDiv( m_dwFontSize, GetDeviceCaps(hdc, LOGPIXELSY), 72 );
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ReleaseDC( hWnd, hdc );
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hdc = NULL;
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LOGFONT lf;
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lstrcpy( lf.lfFaceName, m_strFont );
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lf.lfHeight = lHeight;
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CHOOSEFONT cf;
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ZeroMemory( &cf, sizeof(cf) );
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cf.lStructSize = sizeof(cf);
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cf.hwndOwner = m_hWnd;
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cf.lpLogFont = &lf;
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cf.Flags = CF_SCREENFONTS | CF_INITTOLOGFONTSTRUCT;
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if( ChooseFont( &cf ) )
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{
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SAFE_DELETE( m_pFont );
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lstrcpy( m_strFont, lf.lfFaceName );
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m_dwFontSize = cf.iPointSize / 10;
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m_pFont = new CD3DFont( m_strFont, m_dwFontSize );
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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m_pFont->RestoreDeviceObjects();
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CreateD3DXTextMesh();
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}
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break;
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}
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}
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}
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return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
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}
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