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>
419 lines
12 KiB
Plaintext
419 lines
12 KiB
Plaintext
VERSION 5.00
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Begin VB.Form Form1
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Caption = "Vertex Blend"
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ClientHeight = 4485
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ClientLeft = 60
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ClientTop = 345
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ClientWidth = 5640
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Icon = "vertexblend.frx":0000
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LinkTopic = "Form1"
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ScaleHeight = 299
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ScaleMode = 3 'Pixel
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ScaleWidth = 376
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StartUpPosition = 3 'Windows Default
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End
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Attribute VB_Name = "Form1"
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Attribute VB_GlobalNameSpace = False
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Attribute VB_Creatable = False
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Attribute VB_PredeclaredId = True
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Attribute VB_Exposed = False
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'-----------------------------------------------------------------------------
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' File: VertexBlend.frm
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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) 1999-2001 Microsoft Corporation. All rights reserved.
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'-----------------------------------------------------------------------------
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Option Explicit
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Const D3DVBF_DISABLE = 0 ' Disable vertex blending
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Const D3DVBF_1WEIGHTS = 1 ' 2 matrix blending
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Const D3DVBF_2WEIGHTS = 2 ' 3 matrix blending
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Const D3DVBF_3WEIGHTS = 3 ' 4 matrix blending
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Const D3DVBF_0WEIGHTS = 256 ' one matrix is used with weight 1.0
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'-----------------------------------------------------------------------------
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' Name: struct D3DBLENDVERTEX
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' Desc: Custom vertex which includes a blending factor
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'-----------------------------------------------------------------------------
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Private Type D3DBLENDVERTEX
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v As D3DVECTOR
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blend As Single
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n As D3DVECTOR
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tu As Single
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tv As Single
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End Type
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Const D3DFVF_BLENDVERTEX = (D3DFVF_XYZB1 Or D3DFVF_NORMAL Or D3DFVF_TEX1)
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Dim m_Object As CD3DMesh
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Dim m_matUpperArm As D3DMATRIX
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Dim m_matLowerArm As D3DMATRIX
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Dim m_mediadir As String
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Dim g_ftime As Single
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Dim m_bInit As Boolean ' Indicates that d3d has been initialized
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Dim m_bMinimized As Boolean ' Indicates that display window is minimized
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'-----------------------------------------------------------------------------
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' Name: Form_Load()
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' Desc:
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'-----------------------------------------------------------------------------
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Private Sub Form_Load()
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' Show the form
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Me.Show
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DoEvents
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Me.Caption = "VertexBlend: Surface Skinning Example"
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' Initialize D3D
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' Note: D3DUtil_Init will attempt to use D3D Hardware acceleartion.
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' If it is not available it attempt to use the Software Reference Rasterizer.
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' If all fail it will display a message box indicating so.
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'
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m_bInit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Nothing)
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If Not (m_bInit) Then End
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' Find and set the path to our media
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m_mediadir = FindMediaDir("mslogo.x")
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D3DUtil_SetMediaPath m_mediadir
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' Create new D3D mesh objects and loads content from disk
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InitDeviceObjects
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' Sets the state for those objects and the current D3D device
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RestoreDeviceObjects
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' Start our timer
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DXUtil_Timer TIMER_start
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' Run the simulation forever
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' See Form_Keydown for exit processing
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Do While True
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' Increment the simulation
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FrameMove
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' Render one image of the simulation
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If Render Then
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' Present the image to the screen
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D3DUtil_PresentAll g_focushwnd
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End If
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' Allow for events to get processed
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DoEvents
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Loop
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Form_KeyDown()
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' Desc: Process key messages for exit and change device
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'-----------------------------------------------------------------------------
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Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
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Select Case KeyCode
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Case vbKeyEscape
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Unload Me
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Case vbKeyF2
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' Pause the timer
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DXUtil_Timer TIMER_STOP
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' Bring up the device selection dialog
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' we pass in the form so the selection process
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' can make calls into InitDeviceObjects
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' and RestoreDeviceObjects
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frmSelectDevice.SelectDevice Me
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' Restart the timer
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DXUtil_Timer TIMER_start
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Case vbKeyReturn
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' Check for Alt-Enter if not pressed exit
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If Shift <> 4 Then Exit Sub
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' If we are windowed go fullscreen
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' If we are fullscreen returned to windowed
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If g_d3dpp.Windowed Then
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D3DUtil_ResetFullscreen
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Else
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D3DUtil_ResetWindowed
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End If
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' Call Restore after ever mode change
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' because calling reset looses state that needs to
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' be reinitialized
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RestoreDeviceObjects
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End Select
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Form_Resize()
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' Desc: hadle resizing of the D3D backbuffer
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'-----------------------------------------------------------------------------
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Private Sub Form_Resize()
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' If D3D is not initialized then exit
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If Not m_bInit Then Exit Sub
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' If we are in a minimized state stop the timer and exit
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If Me.WindowState = vbMinimized Then
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DXUtil_Timer TIMER_STOP
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m_bMinimized = True
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Exit Sub
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' If we just went from a minimized state to maximized
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' restart the timer
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Else
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If m_bMinimized = True Then
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DXUtil_Timer TIMER_start
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m_bMinimized = False
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End If
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End If
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' Dont let the window get too small
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If Me.ScaleWidth < 10 Then
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Me.width = Screen.TwipsPerPixelX * 10
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Exit Sub
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End If
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If Me.ScaleHeight < 10 Then
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Me.height = Screen.TwipsPerPixelY * 10
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Exit Sub
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End If
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'reset and resize our D3D backbuffer to the size of the window
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D3DUtil_ResizeWindowed Me.hwnd
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'All state get losts after a reset so we need to reinitialze it here
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g_lWindowWidth = Me.ScaleWidth
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g_lWindowHeight = Me.ScaleHeight
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RestoreDeviceObjects
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Form_Unload()
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' Desc:
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'-----------------------------------------------------------------------------
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Private Sub Form_Unload(Cancel As Integer)
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DeleteDeviceObjects
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End
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End Sub
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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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Sub FrameMove()
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g_ftime = DXUtil_Timer(TIMER_GETAPPTIME)
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' Set the vertex blending matrices for this frame
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D3DXMatrixIdentity m_matUpperArm
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Dim vAxis As D3DVECTOR
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vAxis = vec3(2 + Sin(g_ftime * 3.1), 2 + Sin(g_ftime * 3.3), Sin(g_ftime * 3.5))
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D3DXMatrixRotationAxis m_matLowerArm, vAxis, Sin(3 * g_ftime)
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End Sub
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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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Function Render() As Boolean
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Dim hr As Long
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Render = False
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'See what state the device is in.
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hr = g_dev.TestCooperativeLevel
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If hr = D3DERR_DEVICENOTRESET Then
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g_dev.Reset g_d3dpp
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RestoreDeviceObjects
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End If
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'dont bother rendering if we are not ready yet
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If hr <> 0 Then Exit Function
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Render = True
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' Clear the backbuffer
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D3DUtil_ClearAll &HFF&
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With g_dev
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.BeginScene
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' Enable vertex blending
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.SetRenderState D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS
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.SetTransform D3DTS_WORLD, m_matUpperArm
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.SetTransform D3DTS_WORLD1, m_matLowerArm
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' Display the object
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m_Object.Render g_dev
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' End the scene.
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.EndScene
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End With
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End Function
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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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Function InitDeviceObjects() As Boolean
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Dim b As Boolean
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Set m_Object = New CD3DMesh
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b = m_Object.InitFromFile(g_dev, m_mediadir + "mslogo.x")
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If Not b Then
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MsgBox "media not found"
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End
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End If
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' Set a custom FVF for the mesh
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m_Object.SetFVF g_dev, D3DFVF_BLENDVERTEX
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Dim VertB As Direct3DVertexBuffer8
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Dim Vertices() As D3DBLENDVERTEX
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Dim NumVertices As Long
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Dim MinX As Single
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Dim MaxX As Single
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Dim a As Single
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Dim i As Long
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NumVertices = m_Object.mesh.GetNumVertices()
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Set VertB = m_Object.mesh.GetVertexBuffer()
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MinX = 10000000000#
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MaxX = -10000000000#
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ReDim Vertices(NumVertices)
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'copy data into our own array
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D3DVertexBuffer8GetData VertB, 0, NumVertices * Len(Vertices(0)), 0, Vertices(0)
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' Calculate the min/max z values for all the vertices
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For i = 0 To NumVertices - 1
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If Vertices(i).v.x < MinX Then MinX = Vertices(i).v.x
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If Vertices(i).v.x > MaxX Then MaxX = Vertices(i).v.x
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Next
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' Set the blend factors for the vertices
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For i = 0 To NumVertices - 1
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a = (Vertices(i).v.x - MinX) / (MaxX - MinX)
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Vertices(i).blend = 1 - Sin(a * g_pi * 1)
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Next
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D3DVertexBuffer8SetData VertB, 0, NumVertices * Len(Vertices(0)), 0, Vertices(0)
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Set VertB = Nothing
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InitDeviceObjects = True
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End Function
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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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Sub RestoreDeviceObjects()
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' Restore mesh's local memory objects
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m_Object.RestoreDeviceObjects g_dev
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' Set miscellaneous render states
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With g_dev
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.SetRenderState D3DRS_ZENABLE, 1 'TRUE
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.SetRenderState D3DRS_AMBIENT, &H444444
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' Set the projection matrix
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Dim matProj As D3DMATRIX
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D3DXMatrixPerspectiveFovLH matProj, g_pi / 4, Me.ScaleHeight / Me.ScaleWidth, 1#, 10000#
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.SetTransform D3DTS_PROJECTION, matProj
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' Set the app view matrix for normal viewing
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Dim vEyePt As D3DVECTOR, vLookatPt As D3DVECTOR, vUpVec As D3DVECTOR
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Dim matView As D3DMATRIX
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vEyePt = vec3(0#, -5#, -10#)
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vLookatPt = vec3(0#, 0#, 0#)
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vUpVec = vec3(0#, 1#, 0#)
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D3DXMatrixLookAtLH matView, vEyePt, vLookatPt, vUpVec
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.SetTransform D3DTS_VIEW, matView
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' Create a directional light
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Dim light As D3DLIGHT8
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D3DUtil_InitLight light, D3DLIGHT_DIRECTIONAL, 1, -1, 1
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.SetLight 1, light
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.LightEnable 1, 1 'True
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.SetRenderState D3DRS_LIGHTING, 1 'TRUE
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End With
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End Sub
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'-----------------------------------------------------------------------------
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' Name: InvalidateDeviceObjects()
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' Desc: Called when the device-dependant objects are about to be lost.
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'-----------------------------------------------------------------------------
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Sub InvalidateDeviceObjects()
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m_Object.InvalidateDeviceObjects
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End Sub
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'-----------------------------------------------------------------------------
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' Name: DeleteDeviceObjects()
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' Desc: Called when the app is exitting, or the device is being changed,
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' this function deletes any device dependant objects.
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'-----------------------------------------------------------------------------
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Sub DeleteDeviceObjects()
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m_Object.Destroy
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Set m_Object = Nothing
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m_bInit = False
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End Sub
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