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>
514 lines
18 KiB
C++
514 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// File: VertexBlend.cpp
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//
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// Desc: Example code showing how to do a skinning effect, using the vertex
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// blending feature of Direct3D. Normally, Direct3D transforms each
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// vertex through the world matrix. The vertex blending feature,
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// however, uses mulitple world matrices and a per-vertex blend factor
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// to transform each vertex.
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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 <math.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 "D3DFile.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: struct BLENDVERTEX
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// Desc: Custom vertex which includes a blending factor
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//-----------------------------------------------------------------------------
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struct BLENDVERTEX
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{
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D3DXVECTOR3 v; // Referenced as v0 in the vertex shader
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FLOAT blend; // Referenced as v1.x in the vertex shader
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D3DXVECTOR3 n; // Referenced as v3 in the vertex shader
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FLOAT tu, tv; // Referenced as v7 in the vertex shader
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};
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#define D3DFVF_BLENDVERTEX (D3DFVF_XYZB1|D3DFVF_NORMAL|D3DFVF_TEX1)
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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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CD3DMesh* m_pObject; // Object to use for vertex blending
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DWORD m_dwNumVertices;
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DWORD m_dwNumFaces;
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LPDIRECT3DVERTEXBUFFER8 m_pVB;
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LPDIRECT3DINDEXBUFFER8 m_pIB;
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D3DXMATRIX m_matUpperArm; // Vertex blending matrices
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D3DXMATRIX m_matLowerArm;
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DWORD m_dwVertexShader; // Vertex shader
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BOOL m_bUseVertexShader;
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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 ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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public:
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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("VertexBlend: Surface Skinning Example");
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m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pObject = new CD3DMesh();
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m_pVB = NULL;
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m_pIB = NULL;
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m_dwVertexShader = 0L;
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m_bUseVertexShader = FALSE;
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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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// Set the vertex blending matrices for this frame
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D3DXVECTOR3 vAxis( 2+sinf(m_fTime*3.1f), 2+sinf(m_fTime*3.3f), sinf(m_fTime*3.5f) );
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D3DXMatrixRotationAxis( &m_matLowerArm, &vAxis, sinf(3*m_fTime) );
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D3DXMatrixIdentity( &m_matUpperArm );
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// Set the vertex shader constants. Note: outside of the blend matrices,
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// most of these values don't change, so don't need to really be set every
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// frame. It's just done here for clarity
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if( m_bUseVertexShader )
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{
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// Some basic constants
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D3DXVECTOR4 vZero(0,0,0,0);
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D3DXVECTOR4 vOne(1,1,1,1);
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// Lighting vector (normalized) and material colors. (Use red light
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// to show difference from non-vertex shader case.)
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D3DXVECTOR4 vLight( 0.5f, 1.0f, -1.0f, 0.0f );
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D3DXVec4Normalize( &vLight, &vLight );
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FLOAT fDiffuse[] = { 1.00f, 1.00f, 0.00f, 0.00f };
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FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
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// Vertex shader operations use transposed matrices
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D3DXMATRIX matWorld0Transpose, matWorld1Transpose;
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D3DXMATRIX matView, matProj, matViewProj, matViewProjTranspose;
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m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
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D3DXMatrixMultiply( &matViewProj, &matView, &matProj );
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D3DXMatrixTranspose( &matWorld0Transpose, &m_matUpperArm );
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D3DXMatrixTranspose( &matWorld1Transpose, &m_matLowerArm );
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D3DXMatrixTranspose( &matViewProjTranspose, &matViewProj );
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// Set the vertex shader constants
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m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 4, &matWorld0Transpose, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 8, &matWorld1Transpose, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 12, &matViewProjTranspose, 4 );
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m_pd3dDevice->SetVertexShaderConstant( 20, &vLight, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
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m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 1 );
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}
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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 backbuffer
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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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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if( m_bUseVertexShader )
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{
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m_pd3dDevice->SetVertexShader( m_dwVertexShader );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(BLENDVERTEX) );
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m_pd3dDevice->SetIndices( m_pIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
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0, m_dwNumFaces );
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}
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else
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{
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// Enable vertex blending using API
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matUpperArm );
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m_pd3dDevice->SetTransform( D3DTS_WORLD1, &m_matLowerArm );
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m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS );
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// Display the object
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m_pObject->Render( m_pd3dDevice );
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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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if( m_bUseVertexShader )
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using vertex shader") );
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else
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using D3DRS_VERTEXBLEND") );
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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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// Initialize the font's internal textures
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Load an object to render
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if( FAILED( m_pObject->Create( m_pd3dDevice, _T("mslogo.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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if( ( ( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
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( m_dwCreateFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) ) &&
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m_d3dCaps.VertexShaderVersion < D3DVS_VERSION(1,0) )
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{
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// No VS available, so don't try to use it or allow user to
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// switch to it
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m_bUseVertexShader = FALSE;
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EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
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}
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else if( m_d3dCaps.MaxVertexBlendMatrices < 2 )
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{
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// No blend matrices available, so don't try to use them or
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// allow user to switch to them
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m_bUseVertexShader = TRUE;
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EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
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}
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else
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{
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// Both techniques available, so default to blend matrices and
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// allow the user to switch techniques
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m_bUseVertexShader = FALSE;
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EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_ENABLED );
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}
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// Set a custom FVF for the mesh
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m_pObject->SetFVF( m_pd3dDevice, D3DFVF_BLENDVERTEX );
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// Add blending weights to the mesh
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{
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// Gain acces to the mesh's vertices
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LPDIRECT3DVERTEXBUFFER8 pVB;
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BLENDVERTEX* pVertices;
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DWORD dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices();
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m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
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pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
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// Calculate the min/max z values for all the vertices
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FLOAT fMinX = 1e10f;
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FLOAT fMaxX = -1e10f;
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for( DWORD i=0; i<dwNumVertices; i++ )
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{
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if( pVertices[i].v.x < fMinX )
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fMinX = pVertices[i].v.x;
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if( pVertices[i].v.x > fMaxX )
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fMaxX = pVertices[i].v.x;
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}
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for( i=0; i<dwNumVertices; i++ )
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{
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// Set the blend factors for the vertices
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FLOAT a = ( pVertices[i].v.x - fMinX ) / ( fMaxX - fMinX );
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pVertices[i].blend = 1.0f-sinf(a*D3DX_PI*1.0f);
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}
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// Done with the mesh's vertex buffer data
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pVB->Unlock();
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pVB->Release();
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}
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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: Restore device-memory objects and state after a device is created or
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// resized.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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m_pFont->RestoreDeviceObjects();
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// Restore mesh's local memory objects
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m_pObject->RestoreDeviceObjects( m_pd3dDevice );
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// Get access to the mesh vertex and index buffers
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m_pObject->GetLocalMesh()->GetVertexBuffer( &m_pVB );
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m_pObject->GetLocalMesh()->GetIndexBuffer( &m_pIB );
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m_dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices();
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m_dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
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if( ( m_dwCreateFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING ) ||
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m_d3dCaps.VertexShaderVersion >= D3DVS_VERSION(1,0) )
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{
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// Setup the vertex declaration
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DWORD adwDecl[50];
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D3DXDeclaratorFromFVF( D3DFVF_BLENDVERTEX, adwDecl );
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// Create vertex shader from a file
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if( FAILED( D3DUtil_CreateVertexShader( m_pd3dDevice,
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_T("Blend.vsh"), adwDecl,
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&m_dwVertexShader ) ) )
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{
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return E_FAIL;
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}
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}
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// Set miscellaneous render states
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
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// Set the projection matrix
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D3DXMATRIX matProj;
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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, 10000.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Set the app view matrix for normal viewing
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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 matView;
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Create a directional light. (Use yellow light to distinguish from
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// vertex shader case.)
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D3DLIGHT8 light;
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D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -0.5f, -1.0f, 1.0f );
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light.Diffuse.r = 1.0f;
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light.Diffuse.g = 1.0f;
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light.Diffuse.b = 0.0f;
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m_pd3dDevice->SetLight( 0, &light );
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m_pd3dDevice->LightEnable( 0, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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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 device-dependent objects are about to be lost.
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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_pObject->InvalidateDeviceObjects();
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if( m_dwVertexShader != 0 )
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m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
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SAFE_RELEASE( m_pVB );
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SAFE_RELEASE( m_pIB );
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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_pObject->Destroy();
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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_pObject );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: ConfirmDevice()
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// Desc: Called during device intialization, this code checks the device
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// for some minimum set of capabilities
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
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D3DFORMAT Format )
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{
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if( dwBehavior & D3DCREATE_PUREDEVICE )
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return E_FAIL; // GetTransform doesn't work on PUREDEVICE
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// Check that the device supports at least one of the two techniques
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// used in this sample: either a vertex shader, or at least two blend
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// matrices and a directional light.
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if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
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(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
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{
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if( pCaps->VertexShaderVersion >= D3DVS_VERSION(1,0) )
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return S_OK;
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}
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else
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{
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// Software vertex processing always supports vertex shaders
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return S_OK;
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}
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// Check that the device can blend vertices with at least two matrices
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// (Software can always do up to 4 blend matrices)
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if( pCaps->MaxVertexBlendMatrices < 2 )
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return E_FAIL;
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// If this is a TnL device, make sure it supports directional lights
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if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
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(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
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{
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if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
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return E_FAIL;
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}
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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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// Handle menu commands
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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_USEVERTEXSHADER:
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m_bUseVertexShader = !m_bUseVertexShader;
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CheckMenuItem( GetMenu(hWnd), IDM_USEVERTEXSHADER,
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m_bUseVertexShader ? MF_CHECKED : MF_UNCHECKED );
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break;
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}
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}
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// Pass remaining messages to default handler
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return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
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}
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